This book is indeed site the name Encyclopedia. Originally compiled by Doctor Wilhelm von Deusen in collaboration with Mr. Glenn g. Gravatt, and later rewritten by Jean Hugard. It has a very interesting the introduction byTed AnnemannWhere he addresses the issue of inventing new tricks and claiming ownership. This book will dojo.provide you with more card tricks than you (wanted. The combined value of its contents, were the tricks to be computed at their what marketed price, was in the thousands of dollars. Now you can have it for what aspen parlance. 1 st edition, 1937, Max Holden, New York.Reprint, 1974, Dover Publications, New York;Reprint, d. Robbins & Co., New York.PDF 379 pages. 403 pages.
The Encyclopedia of Card Tricks Originally Compiled by Glenn Gravatt Revised and Expanded by Jean Hugard Associate Editor John J. Crimmings, Jr. PDF version by TARKO The GREAT © 2002 Cigam FTP 1. Miscellaneous Impromptu Card Tricks 2. Spelling Effects in Card Magic 3. "You do as I do" Card Mysteries 4. Card Subtleties Utilizing Key Cards 5. "Slick" Principles in Card Magic 6. Card Mysteries Employing Diachylon 7. Double-Back Mysteries in Card Magic 8. Magic Utilizing Double-Face Cards 9. Card Mysteries Using a One-Way Back Design 10. Mysteries using "Reversed" Ordinary Cards 11. Calculation Tricks with Ordinary Cards 12. Mysteries of an Prearranged Ordinary Pack of Cards 13. Magic with a Svengali Pack of Cards 14. Magic with a Mene-tekel Pack of Cards 15. Magic with a Stripper Pack of Cards 16. Magical Mysteries with Special Packs, etc. 17. The Use of Short Cards in Magical Effects 18. More Miscellaneous Tricks 19. Indispensable Sleights 20. The Nikola Card System The Encyclo pe dia o f Ca rd Tricks [ Main Contents ] [ Next Chapter ] Chapte r I ~ Mis ce lla ne o u s Tricks ~ Co nte n ts Card and Crystal Ball, The Card Detectives Card Doctor, The Card Miracle-Certain, The 1. Tucker's Version 2. Abbott's Version 3. The Nelson Downs Original Cards Of Chance Color Divination Cut in Detection "Easy" Card in Wallet, The Find The Queen Finger Points, The Five Card Mental Force, The In His Pocket "Just Think" Mental Mystery Magic Breath, The Magic Thrust, The Matching The Aces Naming Cards in the Dark New Card Discovery Prediction Push Reversed Court Card Sagacious Joker Nº1, The Sagacious Joker Nº2, The Sagacious Joker Nº3, The Sagacious Joker Nº4, The Secret Mathematician N° 1, The Secret Mathematician N° 2, The Self Control Sleight Of Foot Smart Location, A Stampedo Super Card Prediction Surpasso Thought Card from Pocket Trio, The Twin Souls U Find Your Card Unknown Leaper, The Vanishing Pair, The Whispering Queen, The Tw in So uls Al Bake r THIS effective trick can be done with any pack of cards. Begin by having the pack shuffled by a spectator. In taking it back sight the bottom card, make an overhand shuffle, bringing it to the top and note also the bottom card at the end of the shuffle. Go to a lady and say you will make a prediction foretelling exactly what she is about to do. Write on a slip of paper, "The gentleman will get the of " filling in with the name of the top card of the pack. Fold the slip and put it on the table under a glass or some other object. Hand the pack to the lady and ask her to think of a number, then when your back is turned, to deal that number of cards face down on the table, turn the top card of those dealt, note what it is, replace the packet on the pack and make one complete cut burying the chosen card in the middle. Turn away while the lady does this. When she is ready, turn again and take the pack. Go to a gentleman and under pretense of fixing on a suitable card to impress on his mind, run over the faces of the cards, find the former bottom card and cut at that point. Note the card thus brought to the top. On a second slip write, "The lady will get the of " fill in the name of this top card. Fold the slip and put it with the first. Ask the lady to whisper the number she chose to the gentleman. Hand the pack to him and tell him to deal the cards face down and note the card at that number. This done, reassemble the pack and shuffle it as you build up the effect by re- capitulating what has been done. Hand out the slips in the reverse order to that in which you wrote them. Have the two cards named, then have the slips opened and read, proving that you predicted the choice of those very cards. Chapter Contents The Ma g ic Bre a th THIS is a good example of how the presentation can be made to transform a simple trick into a striking effect. The trick is that in which a card is sent to any number chosen by the spectator, the first time the cards are counted a wrong card appears but on a second count the right one turns up. The method is simplicity itself. The card is on the top so that the first count brings it to the number required so when the packet is replaced on the pack and again counted it is found at the correct number. In the older method the cards were replaced on the pretext of a miscount, a very weak procedure. A card having been freely chosen, noted, replaced and brought to the top, execute several shuffles keeping it there. Addressing the spectator you say, "Have you a magic breath ? Well I will show you how to find out. If you have you can send your card to whatever position you please merely by breathing gently on the cards. Will you choose a number? Nine? Then just blow on the pack and think intently of that number as you blow." Spectator blows, turn your head away with a slight grimace. "Your breath does not seem to be very magical, but I may be mistaken. Will you take the pack and count down to your number?" He does this and turns a wrong card. Take the pack, put the packet counted on top and execute a false shuffle; take the card he turned up and push it in somewhere amongst the top eight cards. "I knew you would fail," you say, "instead of thinking while blowing, you blew while thinking, not the same thing at all. Let me show you a real magic breath. See, just a gentle zephyr, but it has sent your card to the number required. What was it you chose? Nine?" Deal eight cards, have the spectator name his card and turn the ninth. The testing of the spectator's breath can be done delicately or broadly according to the type of audience. Chapter Contents Re ve rs e d Co urt Ca rd Jorda n EFFECT. Four cards are placed in a row, faces up. While performer's back is turned a card is turned end for end. He finds the one that has been reversed. METHOD. This is a development of the very old trick which was done by using cards the white margins of which were a little wider on one side than the other. In this method pick out of a pack of Bicycle cards the K, Q and J of S. Note the small white spades used in the body of the design. The J has five small spades pointing up or down according to the way the card is turned. The Q has seven pointing to left or right and in the center of the K design the large jewel is shaded at one end only. Lay these cards in a raw face up noting the way the designs point and invite a spectator to place any other Court card down with them. Turn your back while the spectator turns one card end for end. If he turns one of the S you recognize it by the changed position of the design, but if these are unchanged then you know that the fourth card must have been turned. Chapter Contents The Sa g acio us Jo ke r N° 1 Jorda n USING any pack, the Joker is first placed face up and a spectator is asked to shuffle the cards, then take out any face-down card and without looking at it put it in his inside coat pocket with its back outwards. This done he passes the pack to a second person who does the same thing. The process is repeated with a third and fourth person. Thus four cards have been selected at random and even the spectators who have them in their pockets do not know what cards they are. You take the pack, remove the Joker and touching it to each person's pocket you call the names of the cards correctly. To do this take the face-down pack, spread it to find the face-up Joker, cut to bring it to the top. Make a double lift taking the next face down card with the Joker and holding the two as one. Keep the Joker with its face squarely to the front and as you go to the first spectator sight the index of the card behind the Joker. Touch the Joker to his pocket and slowly tell the value of the card just sighted, then to get the suit insert the Joker in his pocket, drop the card from behind it and pick up in its place the card that was in the pocket. Take care to get it squarely behind before removing the Joker. Now name the suit. Spectator takes the card from his pocket and shows it. You sight the index of the new card behind the Joker and repeat the process. Always name either the suit or the color before inserting the Joker in the pocket. Chapter Contents The Sa g acio us Jo ke r N° 2 IN THIS method the rather awkward business of changing the cards in the pocket is avoided. After taking the pack to remove the Joker, run over the cards till you reach it, then reverse it and apparently take it out and put it face down on the table, really draw out the card next to it which may be any card at all. Cut the pack to bring the Joker to the top and keep the pack in your left hand. Pick up the card from the table sighting it. Insert it in the first person's pocket, calling its name and leave it there, bringing out the card originally placed in the pocket. Proceed in exactly the same way with all the others. Finally as the cards are being verified you have ample opportunity to put the last card left in your hand on the bottom of the pack and take off the Joker which you throw face up on the table. Chapter Contents The Sa g acio us Jo ke r N° 3 This is an adaptation of " The Whispering Queen." USING any pack that has a Joker, have it shuffled by a spectator. Take it and in removing the Joker sight and memorize the second, third, and fourth cards from the bottom. Invite a spectator to cut about the middle, put the packets on the table and place his hands on top of them. Tell him to lift one hand. If he lifts the hand from the original bottom half of the pack you say, "You want to use this packet ? Very well." Hand it to him and put the other aside. But if he raises the other hand simply remove that packet and let him retain the one under his hand. Give any plausible reason that occurs to you and have him count the cards face down. Whatever the number may be you say, "That's fine. I think we'll succeed." Tell him to take off the top card and put it in the middle, do the same with the bottom card, and put the next card in his pocket without looking at it. The next two cards are put in the pockets of two other persons, also without being looked. Now since these three cards are the ones you memorized you have no difficulty in naming them, pretending, of course, to get the information from the Joker which you insert in the pockets and study carefully each time. Chapter Contents The Sa g acio us Jo ke r N° 4 IN THIS method four cards are freely selected and placed in spectator's pocket without being looked at as in the first method, but in putting the pack aside you must note the bottom card and really take the Joker only in your hand. Suppose the bottom card is the 7S. Advance to the first person, touch the Joker to the outside of his pocket and slowly name the color and value of the bottom card of the pack, in this case the 7S. To get the shape of the pips you say direct contact must be made. Insert the Joker, drop it and seize the card already in the pocket. Now name the suit, S, and bring out the card holding it face down. Tell the spectator to leave his card as it is till you come back to him. As you go to the second person tilt the card in your hand a little and sight the outer index. Go through exactly the same process, naming the card in your hand and exchanging it for the one in the pocket. Same with the third and fourth spectators. You will have to remember these cards and their order. Finally, put the supposed Joker, really the card from the fourth person's pocket, face down on the table and have the first person take out his card without looking at it and put it face down on the supposed Joker. Drop the rest of the pack on top. Lift the pack with your left hand by the sides as you say, "Yours was the only card I am doubtful about." Bend your head down pretending to listen, then say, "Yes I was right it is the 7S." With the tip of the left third finger draw back the bottom card and with the right hand pull out the next, the Joker, throwing it face up on the table, and next the 7S. Pick up the Joker and with it touch the spectators' pockets, again name the three cards. They are taken out and verified. Chapter Contents The Trio Ellio tt ALLOW a spectator to shuffle the cards (any pack). Take them back and under pretence of removing the Joker, memorize the three cards below the top card. Riffle shuffle, retaining the four top cards in the same position. Put the pack on the table and ask the spectator to cut it into two packets. Say that you will 'take' one packet and invite him to touch one. If he touches the original lower portion of the pack, take it and put it aside: if he touches the original top portion tell him to take it. In any case that is the packet he must get. Instruct him to take the top card of this packet and posh it into the middle, the same with the bottom card, then to take the top card and put it face down on the table and hand the second and third cards to two other spectators. Now proceed to reveal the cards by mind reading, pulse reading or any other way that pleases your fancy. Chapter Contents Ca rds Of Cha nce IN THIS trick a special move is necessary that is not at all difficult. It is to apparently show the faces of all the cards but to keep one hidden. You have the card on the top, turn pack face outwards and run the cards off one by one from the left hand into the right. When you are about two thirds through separate the hands for a moment and spread the cards remaining in the left hand to show the indices at the same time pushing the lowest card, the top card of the pack and the one to be concealed, a little forward behind the others. Bring the hands together and as you take off the face card of the left-hand packet pull off the top card behind those in the right hand with the right fingers. Then show all the rest of the cards. You have a pack shuffled by a spectator and in taking it back sight the bottom card, then overhand shuffle it to the top. Suppose it is the 10S. Cut, bringing it to the middle, keeping the tip of the little finger on the 10S. On a slip of paper write 10S and put it face down on the table without showing what you have written. Ask a spectator to point to a card and contrive to have the 10S in position as he points. Take the card out and put it face down on the table. Ask him to call the name of any card. Suppose he names the 2D. Hand him a slip of paper and have him write that and put the slip on the table. As he does so find the 2D and slip it to the top. Run over the faces of the cards and show the card is not in the pack. Go to a second person and force the 2D just as you forced the 10S. He names, we will say, the AH. Put the 2D down and as he writes AH on a third slip find that card, slip it to the top and show it is not in the pack, using the move explained. Finally force the AH on a third person and place it on the table opposite your first slip, calling it the 10S. Have the pack examined, the three cards named are not in it. Gather up the three cards, mixing them, then match them with the three slips. Chapter Contents Pus h Fa re lli ANY pack is shuffled by a spectator and returned to you. With the blunt end of a pencil push out a packet of cards from the middle. Invite a spectator to note the top card of the projecting portion by lifting a corner and noting the index. You note the index of the bottom card of the top packet as you turn the cards edgewise to push the projecting packet flush with the pack. By running through the pack and noting the card below this one you learn what card the spectator looked at. Reveal it in as striking a manner as you can. There is little danger of the two cards being separated if you allow the spectator to make a short overhand shuffle. This strengthens the effect greatly. Chapter Contents Ca rd De te ctive s Grav att WITH any pack, after it has been well shuffled, secretly sight the two top cards. Riffle shuffle retaining these cards on the top. Put the pack down and have a spectator cut it at about the middle. Invite him to touch one packet. Whichever he touches interpret his choice so that he gets the one with the two cards you know on top. Tell him to do just as you do. Take the bottom card and put it in the center of your heap. He does the same. Put the top card in your right-hand pocket. He does the same. Put the bottom card in the middle and the top card in your left-hand pocket. He does the same. Lastly put the top and bottom cards in the middle. He follows suit. "It is a most peculiar thing," you say, "but through some strange sympathy that exists amongst the cards, the one in my right-hand pocket will indicate to me what the card in your right-hand pocket is, and the one in my left pocket will tell me what the one in your left-hand pocket happens to be." Take out the card from your right pocket, show it and then deducing from it any plausible or fanciful reason, name the card in his right-hand pocket. Do the same with the other cards. The putting of the cards from the bottom to the middle is merely to confuse and misdirect the spectator. Chapter Contents The "Ea s y" Card in Wa lle t THIS method has several good points. The wallet is not prepared and the hand taking it from the pocket is empty. Use a wallet that opens lengthwise and slip a heavy rubber band around one side. Open it so that the covers touch, back to back, and hang it over the edge of your inside coat pocket, the rubber band side in the pocket, the other side hanging out. From any shuffled pack have a card freely selected, marked, returned, and bring it to the top. (Chap. 19.) Place both hands with the pack behind your back. Take the marked card in your left hand, reach up under your coat at the back and push the card under your right armpit, retaining it with a slight pressure of the arm against the body. Bring the pack forward and throw out a card, any card, as you say, "Your card?" The answer will be "No." Place the pack on the table, casually letting it be noted that your hands are empty. Take hold of the right edge of your coat with your right hand. With the left take the card from under your arm, slip it into the wallet, lift this from the pocket, flipping it over and closing it, and bring it out with the band side to the front. Put the right fingers under the band and pull it off as if it really encircled the wallet, open this and invite a spectator to take out the marked card. Chapter Contents Pre dictio n YOU have any pack freely shuffled by a spectator. Take it back face up and mentally note the face card. Secretly reverse the lowest card, as the pack lies and remember it also. Put the pack on the table, reversed card face down, pack face up. Invite a spectator to cut about two-thirds of the cards and put them face down beside the remainder of the pack. As he is doing this you write a prediction (the names of the two sighted cards), on a slip of paper and hand it to a second spectator. Now have the spectator cut the second pile about the middle and put the cut face up alongside. You now have three piles in a row, the middle one face down, the two outside ones face up. Place the first pile (reversed card at bottom) on top of the middle pile and both of these on the third pile. Invite the spectator to remove the face-down section from the middle, put it on the table and cut it into two parts. Have your prediction slip placed on the top portion and the lower packet placed crosswise on that. The slip is thus between the two cards whose names you wrote on it. This way of placing the cut confuses the spectator into thinking the slip is placed at the place at which he cut. Chapter Contents A Sm art Lo catio n ALLOW a spectator to make a free selection of a card from a freely shuffled pack. Let him replace it anywhere as you ruffle the outer ends of the pack. By keeping a tight hold of the inner ends you prevent the card from going right home. Tap the inner ends quite even and then give the protruding end of the selected card a sharp tap. This will send it through the pack and its inner end will protrude about 1/8 of an inch. With the right thumb on the inner end of the pack split the pack for a riffle shuffle at this protruding card but pick up one more card below it. The chosen card will thus be the second card from the bottom of the portion in the right hand. Riffle the two parts of the pack together but let the two bottom cards of the right-hand part drop first then complete a genuine riffle. You can show the top and the bottom cards after the shuffle and then, with an overhand shuffle, bring the card from next the bottom to any desired position. Chapter Contents The Whis pe ring Que e n Lads o n Bu tle r ANY pack, borrowed if possible, may be used. Have the cards thoroughly shuffled by one or more spectators. Take it back and run through it to find and remove the QC, the most gossipy of all the Queens. In doing this spread the four top cards so that you can see and memorize their indices. Read the values to yourself thus for instance 47-36 (forty-seven-thirty-six) and then the suits, say C, D, H, S. After a little practice four cards can be memorized in this way at a glance. Have a spectator deal the cards into four face-down heaps. Push the QC face up below any chosen heap for a moment, then put the card to your ear. She whispers the name to you (?) and you call it. Repeat with the bottom cards of the other heaps. Chapter Contents The Ca rd Do cto r Anne m ann EFFECT. Using a borrowed pack, if so desired, the performer has a spectator call any number from one to twelve. Dealing fairly to this number the card is shown and initialled by the spectator. Stating that the card is to represent a man who has met with an accident necessitating the removal of one leg, the performer tears a corner from the card and hands it to the spectator to hold. As the story goes, the man has a terrible dream in which he sees himself in many pieces. As he tells this, the performer tears the card into a number of pieces with the face of the card towards the audience. Then into the dream comes a great doctor who covers him with a white sheet, but before anything else can happen, the man wakes up and finds himself still in the hospital, perfectly well except for the missing leg. The corner is then matched to the card by the spectator who identifies his initials. METHOD. Before starting take the 6, 7 and 8 spots of each suit and put them on the top in any order. Thus the selection must be from one of these cards. Take the card out and, while the spectator initials it, pick up the pack and the cards dealt, pick out a card of the same suit and put it on the bottom. If the chosen card is a 6, you pick a 7; if it is a 7, pick a 6; and if an 8, take a 7. Suppose the 7C is the card selected, put the 6C on the face of the pack and cut same into two parts. Take back the 7C, pick up the original bottom half of the pack and put the 7C at the bottom, i.e. over the 6C, then slide the two cards together about an inch over the end of the pack that is opposite the odd spot of the 7C. Hold the pack now with its face to the audience, the protruding card seemingly the 7C only. Place the remaining half of the pack in front, timing the patter about the man going into the hospital. Holding the pack firmly, deliberately tear off the index corner of both cards as one. Push out the 7 corner with the thumb and hand it to the spectator, then drop the other corner in your pocket as you take out a rubber band. Turn the pack face down and apparently withdraw the 7C but with the left forefinger push this card back flush with the pack and draw out the 6C face down and put it on the table. Put the rubber band round the pack and hand it to the spectator. Pick up the card with the fingers covering the missing spot and index corner. As you continue relating the dream, tear it in half, placing the torn corner half in front. Now very openly tear the card several times. It is only necessary to vanish the pieces and the sheet in the dream is represented by your handkerchief which has a dummy packet in one corner. Throw the handkerchief over the pieces and give them to the spectator to hold. Really he gets the dummy packet and you pocket the pieces. Tell the ending of the dream, shake out the handkerchief, the pieces have gone. Riffle the pack at the corner, with the band still round it, stopping at the break and have the spectator remove the restored and marked card from the hospital for identification of the initials and the matching of the corner. Chapter Contents Stam pe do Jorda n EFFECT. A postage stamp is stuck to the face of a card to identify it. Ten cards are placed aside and the chosen card put amongst them. A spectator holds the rest of the pack. Chosen card returns to the pack, leaving ten cards only. METHOD. Beforehand moisten one end of a stamp and stick it over an end spot of the 3C, the end of the stamp adhering to the card near its end. Put this card on the bottom and the AC at the top. Begin by forcing the AC, cut and bring the 3C back to the bottom and put the pack on the table. Take the chosen card back, face down, show another stamp, moisten it and, at the same time, the tip of the right middle finger; reach under the AC and stick the stamp to its face in exactly the same position as the stamp on the 3C. Show the face of the card to the audience but do not look at it yourself, put it face down on the table and put pack on top of it. Deal ten cards in a packet to one side from the top of the pack. Draw back the AC on the bottom and draw out the 3C. Drop it on the packet of ten cards. Cut the pack and hand it to be held. Pick up the packet, take the 3C and push it into the middle far enough to hide the end spot, then raise the hands and show the face of the card, it appears to be the stamped AC. As you push it home wet the free end of the stamp and press it back, this will cause the card to stick to the card next above it so that the packet can again be counted as ten and be shown or fanned with impunity. The A is found in the pack by the spectator. Chapter Contents Co lo r Divina tio n Jorda n EFFECT. From a face-up borrowed pack a spectator deals the red cards face down on your left hand, the black cards face up on your right hand. Putting the black cards face up on the table, hand him the red ones to shuffle. Write something on a piece of paper, fold it and lay it down. The spectator picks any red card, face down, without looking at it and puts it in the pile of black cards. Fan the black pile and show the card, it is the card whose name you wrote on the slip. The card is replaced in the red packet and the feat is repeated. METHOD. Count the red cards as they are dealt on your left hand, the twenty-sixth is the one whose name you write on the slip, and as you receive it, slip the tip of your left third finger under it. As you turn to the left to put the black cards on the table, straighten the left fingers, levering the top card upwards, glimpse it, and slide it under the face-up black packet as the hands pass: put that packet down, the added card at the bottom and hand the red cards to be shuffled. Write the name of the card you sighted, fold the slip and lay it down. Turn the black heap face down. The spectator pushes any red card into the black packet, face down without looking at it, as you fan the cards. Make the pass, bringing it to the top, then fan the cards. In the middle will be the card you secretly transferred, whose name is on the slip, but the spectator naturally believes it to be the one he just pushed in. Have the slip read, take the card out and replace it in the red packet. The feat can then be repeated. Chapter Contents The Va nis hing Pa ir Jorda n IN TAKING a pack from its case quickly note the top two cards and let them slip back into the case as you take out the remainder. On a slip of paper write the names of these two cards, fold it and hand it to someone to hold. Have the pack shuffled, then cut into two parts and one part handed to you. Pick up the case and slide this chosen packet into it: by making a break with the thumb at one corner and pushing this corner into the case first, the two cards in the case will be forced into its middle. From the remaining packet deal four cards in a row face down. Look at the first, call its name as you deal it and give the spectators a glimpse of it; miscall the next two as the two cards you wrote on the slip and don't let their faces be seen as you deal them; name the last one correctly and again give the audience a glimpse of it as you lay it down. Allow a choice of the inside pair or the outside pair. Interpret reply that the inside cards are to be used and thrust them into the packet. Give it to be held. Order the two cards to fly to the packet in the case. The packets are examined and the deed has been done. Chapter Contents The Unkn o w n Le a pe r Jorda n ANY pack, shuffled by anyone may be used. Take it and pass the cards with their faces towards a spectator slowly, one at a time from the left hand to the right, counting them aloud and putting the second under the first so that the same order is retained. The person notes any card mentally and remembers its number from the top. A card must be selected before you reach the middle of the pack. This done, while the cards are upright, pull the top card of the right-hand lot on top of those in the left hand, square the pack and cut it as nearly as possible in half. Again run the faces of the cards in the top half before the spectator's eyes so that he can be sure his card is still in it. It is there, but unknown to him, it lies one card higher than he thinks owing to your having pushed off one card from his packet. Hand the top packet to the spectator, you take the lower one. Deal one card face down on the table, the spectator deals his top card on yours, counting one; deal a second on this and he deals his second card on top, counting 'Two' continue thus, dealing alternately until he arrives at one number less than the depth of his card in his packet. At this point pick up the pile of dealt cards (the top card is the selected card) with the right hand and as you ask him to name his card and deal it face down on the table, place the right-hand packet over the cards in your left hand as if to square them but hold them upright and with the left thumb pull the top card of the right-hand packet on the top of left-hand pile. Put the right-hand packet down, then deal the top card, the card just transferred, face down on the table. He names the card he thought of and turns his card, it is another card altogether: you turn yours, it is his card. Chapter Contents Se lf Co ntro l Le ro y EFFECT. A spectator shuffles a pack of cards, which can be his own, and then spreads the cards face down on a table. He points to any card he pleases, and that card is removed from the pack and kept in full view. Next he is asked to think of a card. He names it and that card is missing from the pack. He himself turns over the card he pointed out, it is the card he thought of. SECRET. The trick is hardly as good as its sales talk but can be made effective. When the spectator points out a card you pick it up and place it in your outside coat pocket at the top, allowing about half the card to protrude, "in order to keep it in sight the whole time," as you say. As scan as he names the card he has mentally selected, pick up the pack, run through the faces quickly and on coming to that card transfer it to the top. Say that you cannot find it and ask the spectator to go through the pack to verify the fact that the card is missing. Palm the top card in your right hand and give him the pack. He also fails to find the "thought" card. With your right hand apparently take the card from your coat pocket and put it face down on the table, it is the card. What you really do is to push the card in the pocket right down out of sight and insert the palmed card, bringing it out in place of the other. The following description of the effect of a trick by Robert-Houdin in his book Les Secrets, published in 1868 will be found interesting. "To place the first card that comes to hand on a table and to predict that whatever may be the card another spectator may please to think of such card shall be identical in suit and value with the card previously removed." The modern inventor puts the card in his pocket instead of on the table and calls it a new trick. Chapter Contents In His Po cke t PREPARE for the trick by slipping two cards into your right-hand trouser pocket. When ready to do the trick, you can show the pocket empty by pushing the cards to the top inner corner as you pull out the pocket. Have the pack shuffled, take it back and deal the three top cards face up. Memorize the values, ask a spectator to think of one of the three. Put them in your trousers pocket. Bring out the two previously hidden cards one by one and put them face down on the pack without showing the faces. Now have the card mentally selected and, remembering the values of the cards still in your pocket, and the order in which you placed them, you have no difficulty in bringing out the right card. It must be produced without hesitation or fumbling. Chapter Contents Find The Qu e e n Anne m ann THE effect is that four Aces and one Queen are sealed in separate envelopes. These are mixed thoroughly, yet when they are handed to you one by one you tell which contains the Queen. The secret is very simple. The Aces are placed in the envelopes on their sides, while the Queen is stood upright. Of course this is not done openly. Place the Queen in the envelope in exactly the same way as the others but under cover of the flap turn it upright. By not announcing what you are going to do the Queen envelope may be handed to you first of all. In which case you say you 'willed' the spectator to do that and open the envelope to see if you are right, turning the card lengthwise before bringing it out. The same effect can be obtained if the Queen envelope is handed to you last. In all other cases simply place the envelope to your forehead and announce which one holds the Queen. Camouflage the fact that you get your information by feel. Chapter Contents Supe r Ca rd Pre dictio n Ve rno n THE trick depends upon a special move. Take any pack, hold it firmly at the inner left corner between the thumb and first and second fingers. Press downward to the left forcibly with the thumb and the pack will break cleanly at some point. Close the pack and repeat the action, the pack will break at the same point. If the pack breaks at more than one spot, use greater pressure. To apply this principle to a trick: borrow a pack after having had it well shuffled. Ask the spectator to take out a pencil and paper and under cover of his doing this, test the pack for the break as above; cut if necessary, to bring it at a point about one-third of the way from the top, after glimpsing the index of the card at the bottom of the portion that slides. Write this card on the paper, fold the slip and hand it to the spectator. Give him the top card and, holding the pack in position for the sliding move, call attention to its being squared perfectly and show all sides. Tell the spectator to thrust the card into the pack, face up, anywhere he pleases, but you take care it goes in under the natural break. Now move the inserted card so that it protrudes diagonally from the corner opposite your left thumb. Raise the pack with the left hand till it is upright, make the "slide" motion, pushing the upper portion an inch to the right, at the same moment seize this packet and the inserted card with the right hand and draw them away. The bottom card of the packet is shown and your prediction read, they coincide. Chapter Contents The Fing e r Po ints Ba ke r ANY complete pack is handed to a spectator to shuffle: instruct him to merely think of a card as he shuffles. Take the pack and spread it widely on the table with the faces up. Tell the spectator to hold his right hand over the cards, with his forefinger pointing downwards, and move it slowly from one end of the row to the other and back again. When he comes to the card he thought of tell him he is to say mentally, 'That's it,' but on no account to hesitate or stop. Before he does this take up your position a little distance away from the table. It is a psychological fact that if the spectator carries out your instructions he will hesitate for a fraction of a second when he comes to his card. If you stood close to him this could not be detected but from a little distance it becomes quite noticeable and you learn the approximate position of the card, within five or six cards at the very most. Return to the table, glance at this group memorizing them, cut the pack to bring them to the top and put the pack behind your back. In memorizing the cards, disregard the suits and remember the values as you would a telephone number, thus 48-762. Ask the number of spots on the card and bring forward the correct one, putting it face down. The suit is named and you turn the card. Chapter Contents The Five Ca rd Me nta l Fo rce Ve rno n THE following five cards are placed face up in an even row on the table, KH, 7C, AD, 4H and 9D. The performer addresses a spectator, somewhat as follows: "I have picked out five cards at random and I want you to mentally select just one. You have an unrestricted choice and You must not think that I am trying to influence you in any way. For instance, here is an ace, occupying the central position; you may think of it, and again you may not. Perhaps you think I had a motive in placing just one black card among the cards. This might influence your choice, or again it might not. At any rate look over the five cards carefully, as long as you wish, but rest assured that whatever card you definitely decide upon I skull presently place face down upon your hand and, when you yourself are holding the card, I shall ask you to name your card. It will be your card. Even when the card is on your hand you have the privilege of changing your mind, still the card will be the one thought of." When the spectator has made his mental choice, pick up the five cards, mix them, draw out the 4H and put it on his hand face down. He names his card, it is almost inevitably the 4H. The trick is a purely psychological one. The spectator rejects the Ace and the King as being too conspicuous, the 7C is the one black card and anyway 7 has become an overworked number in such tricks, the 9D is never chosen, being widely considered an unlucky card, and this reasoning leaves one card only, the 4H. Your patter must be directed towards making the spectator consider each card and form a reason for rejecting or choosing it; if you allow a snap choice the trick is almost certain to fail. Until you have had some experience with the effect instead of putting the 4H on the spectator's hand, simply lay five cards in a pile with the 4H on the top and KH at the bottom. Then if the KH is named simply turn the packet over. Chapter Contents "Jus t Th in k" Me ntal Mys te ry ASK someone to just think of a card as he shuffles the pack. He may change his mind as often as he pleases but, having fixed on one card he must keep to it. Next take a blank card about the size of a playing card, draw four lines across it, making five spaces, the first, third and fifth spaces somewhat larger than the second and fourth. Hand this with a pencil to the spectator asking him to fill in the spaces with the names of four indifferent cards and his card in any order he pleases. You address him somewhat after this manner: "You may write the cards in any order. Your mentally selected card can be written in any space you see fit. You may write your card in the first space, or the last or again in the middle, but don't let me influence your choice of space as this is entirely up to you." Almost invariably the thought card will be written in the second space, or, if not there. in the third space. However, you have a second string to your bow by watching his manner of writing. You should stand at some little distance from him since you need only watch his hand. There will always be a little hesitation in the writing of the four cards but, when he writes the name of his mentally selected card he writes it in rapidly. This having been done, take back the pack and the list, glance at the name of the card in the space you have decided on and throw the list face down on the table. Run through the pack, take out the card and put it face down on the table. Give the spectator the list asking him to cross out the indifferent cards, then turn the card you put out. With very little experiences with the feat you should get the card every time. The impression left on the spectator's mind is that you picked the card from the whole pack. Chapter Contents Ma tching Th e Ace s Lub re n t THIS is another trick of the psychological order, the mind of the spectator being influenced to follow your suggestions. Take two sets of aces, hand one to the spectator and take the other yourself. Place the AH face down on the table without showing it and say to the person, "I want you to select any one of your four aces and put it face down on mine. You may pick any ace you please, for instance the AS but don't let me influence your mind or choice. Just put your card down here." Presuming you have chosen a man for the feat it is practically certain he will pick the AH, since he will eliminate the AS through your having named it. If you are dealing with a lady mention the AC and the probability is she will put down the AD. Continue then by having the person deal the other three aces face up and you put your corresponding ace on each one. Finally turn the two face-down aces showing they match. If you have a magician to deal with always put down the AC as your first card. He will ignore the AH and the AD since they play an important part in mental selections of cards. Of the two black Aces he will choose the AC as being less prominent. Finish as above. Tricks like these are not certain to succeed but they are very interesting and, if presented as feats of mind reading, you lose no prestige in case of failure and score when successful. Chapter Contents Surpa s s o Gibs o n ANY full pack and its case may be used. Allow a spectator to shuffle the cards, retaining one and hand the remainder to you. Square these carefully and insert them in the case. The spectator having noted his card, turn your back and hold out the case, open end towards him, asking him to insert his card somewhere in the middle. By pressing on the end of the case with your finger and thumb the card will be prevented from going exactly flush with the rest. Have the flap pushed in. Keeping your back turned while the spectator writes the name of his card, quickly open the case, grip the pack tightly and pull all the cards half-way out of the case. Run your thumb lightly over the ends and pull out the one card that protrudes slightly, put it in a vest pocket, sighting it as you do so, close the flap again, turn and toss card case on the table. You not only know the card but you have possession of it and you can finish the trick as you wish. Keep your elbows pressed closely to your sides as you extract the card from the case so that your movements are not betrayed to the spectators. Chapter Contents Ne w Ca rd Dis co ve ry USING any pack that has been freely shuffled, secretly note and remember the top and bottom cards. Looking through the pack to remove the Joker gives a good opportunity for doing this. Then riffle shuffle letting the last card of the left-hand portion fall first, and the last card of the right-hand packet fall last, so that the two cards remain in position. With little practice the cards can be spotted while riffle shuffling. Have any card selected, have it noted and replaced on the top, under-cut burying it in the middle but really bringing it between the two noted cards. You may let the spectator make a short overhand shuffle without danger of separating the cards, or the cards may be cut as often as you please with complete cuts. Knowing the position of the card you can locate it by running over the faces and finally reveal it as you please. A better way is to riffle the index corners till you spot the noted cards and cut at that point, but this requires some practice. Chapter Contents Tho ug ht Ca rd fro m Po cke t ANY pack having been thoroughly shuffled by a spectator, take it back and casually spread the cards from the top as if to have one drawn, really count fifteen, insert tip of little finger and close the spread. Announce that instead of having a card drawn you will attempt to find one merely thought of. Take off the fifteen cards above the little finger and lay the rest down. Take out of the fifteen any Club, then any Heart, any Spade and lastly any two Diamonds: remember the order C H S D D but take no notice of the values except that of the last D which you must remember. Fan these five cards and ask a spectator to mentally select one. This done, drop the five on top of the pack and throw the other packet of ten on top of them and square the pack. False shuffle and cut if you can, then casually cut some cards off the top, really five exactly, and push them into the middle; do the same with a small number, any number of cards from the bottom. Again cut five exactly off the top, put them in the middle and any small number from the bottom into the middle. The five cards from which the card was mentally selected are now on the top and several riffle shuffles may be made safely leaving them there. Place the pack in your breast pocket and have the card named. You can then instantly produce it from the pack. Chapter Contents Na m ing Ca rds in the Da rk USING a borrowed pack which has been thoroughly shuffled you have given it to any spectator who may be chosen. The lights are put out and this person places any card in your hand. You at once name it and when the lights are put on again you are seen to have called it correctly. The effect may be repeated. At any favorable opportunity, for instance in the course of a trick in which you had to turn your back to the spectators with the pack in your hands, take off the top two or three cards, memorize them and slip them into a vest pocket. Before the lights are put out hold your hand near to the spectator who has the pack so that he can place a card on it without fumbling. When the lights are put out and he puts a card on your hand, at once slip into a pocket and take out the first of the cards memorized from your vest pocket. Place it face down on your hand and put your hand out in the same position as before. The trick bears repetition and simple as it is has proved baffling if a little semi-scientific talk is introduced about the development possible with the sense of touch and so on. Chapter Contents The Ma g ic Thrus t Anne m ann FROM any pack which has been shuffled by a spectator, let a card be freely selected and noted. Have it replaced and bring it to the top by whatever method you use, and false shuffle, leaving it in that position. Let a second spectator draw a card, show it and ask if it is the card first chosen. On being assured that it is not, lay it face up on the top of the pack. Ask the spectator who drew the first card to stand on your left side, facing the audience with you. Tell him he is to hold his hands behind his back and that you will place the cards in his hands, he is then to at once draw off the reversed card from the top and thrust it in the middle of the pack. As you put the pack behind his back, make the Charlier pass bringing the reversed card and the chosen card next to it to the middle, and put the pack in his hands. He takes the top card, which faces the same way as the rest, and pushes it into the middle of the pack where it is simply lost. Let him then bring the pack forward and spread it revealing the reversed card. Tell him to cut at this card and name the one he chose. He turns over the next card and the effect is that he has himself discovered his own card. The trick is included in this section because the necessary one- hand pass can be done so slowly, the cards being out of sight behind the spectator's back, that no sleight of hand is necessary. Chapter Contents U Find Yo ur Ca rd Lu Bre nt USING any pack allow a spectator to shuffle the cards, then divide them into two packets and give you one. Tell him that while your back is turned he is to select any card from his packet, note what it is and put it face down on the top of his packet. Turn away and with your elbows pressed to your sides reverse the card on the bottom of your packet and also the second card from the top. When the spectator is ready, turn round, place your packet on top of his and tell him to put the pack behind his back. Next he is to take off the top card and put it at the bottom of the pack, then to turn the present top card over and thrust it into the middle. This done he brings the pack forward and you spread it, revealing one reversed card: divide the pack at this point, have him name his card, turn over the card below the reversed card, it is his card, thus proving that he found it himself. What really happens is obvious enough: in reversing a card he simply rights the card already reversed by you so that it is lost among the other cards when he inserts it. The other card reversed by you at the bottom of your packet is the one that shows up above, as of course it has to do. Chapter Contents The Ca rd a nd Crys ta l Ba ll THE invention of this trick has been claimed by many but the credit cannot be apportioned with certainty. The effect is that a spectator selects a card from any freely shuffled pack and places it in the performer's hand, held behind his back. Keeping the card in that position the performer gazes into a crystal ball and reads the name of the card correctly. Place a small crystal ball in the left coat pocket. Hand the pack to a spectator to shuffle, then turn your back and have him put any card face down between your hands. Being face down you know which are the index corners and you quickly tear one off. Hold it between the tips of your left first and second fingers, plunge that hand into your left coat pocket and bring out the crystal with the corner of the card face up underneath it. Now with great apparent mental exertion, and repeated requests for the spectator to concentrate on the card, you get first the color, then the suit and finally the value. It is good acting here that puts the trick over. Drop the ball plus the corner into you pocket and bring the card forward, covering the torn corner with the fingers. You can drop the card into your right coat pocket and immediately repeat the effect, or at once go into some other trick. This is a good way of using up old or incomplete packs. If you have, on occasion, to do the trick with a borrowed pack, it is well to have a new pack with you which you present to the owner, asking permission to keep the other pack as a memento of a happy occasion. The trick may be done by placing the card just inside the sleeve of the hand which holds the crystal. With a little care this can be done quite cleanly. The variation was introduced by Joe Berg. Chapter Contents The Se cre t Ma the m a ticia n N° 1 Find le y EFFECT. From any thoroughly shuffled pack a spectator cuts a packet and shuffles it. This is placed in the performer's inside coat pocket. The remaining cards are also shuffled by a spectator and from them he takes any card and first calls its suit only. Instantly the performer brings out a card of that suit from his pocket. Next the value of the card is called and the performer brings out in rapid succession two or more cards whose spots added together make the same value. SECRET. As with so many good tricks this is simple. It was first sold by Jordan some twenty years ago. Under cover of searching for the Joker you find and bring to the face of the pack an A, a 2, a 4, and an 8, each of a different suit. These may be in any order, but whatever it is it must be remembered. To avoid this memorizing you may use four set cards, say AC, 2H, 4S, and 8D, and get them to the bottom in that order. Discard the Joker and have a spectator cut a packet from the top and shuffle it. While he does this separate the four special cards at the bottom of the remainder of the pack, and hold the division at the loner end with the right thumb. Take the shuffled packet back in your left hand and bring the right-hand packet over it for a moment as you turn to the left to hand this packet to a spectator to hold. In that moment drop the four separated cards on top of the shuffled packet in the left hand. Quietly and smoothly done, without any snatching motion the action will never be noticed. Hand the right-hand packet to a spectator and put the left-hand packet in your inner breast pocket. Knowing the suit and value of each of the four top cards you can now match the suit and value with any card called, by bringing out the card of the right suit first, then one, two or three cards to make up the value. If the card brought out to show the suit is needed in the value combination simply count it first and follow with the other card or cards from the pocket. Chapter Contents The Se cre t Ma the m a ticia n N° 2 IN A VERSION of the effect by Albright the AS and 2H are put in the right coat pocket, the 4D and 8C in the left pocket. A spectator shuffles and cuts the pack in half, retaining one half. You take the other half and divide it in half, placing one half in each of the two pockets, and immediately removing them together with the cards already in the pockets which are then examined to prove the absence of any apparatus. The trick then proceeds as an example of sensitive finger-tips, the required cards being produced from either pocket as required. Probably the simplest way to do the trick is to seize an opportunity during a previous trick to get the four necessary cards together. When ready to do the trick you have merely to look through the pack for the Joker and casually cut the cards bringing the four to the bottom. Riffle shuffle several times, always letting four or more cards fall first from the left hand, square the pack and have a spectator cut off about half the cards and retain them. The other packet you place in your pocket and proceed as usual, drawing the cards as required from the bottom. Chapter Contents The Ca rd Miracle -Ce rtain THE principle upon which the following tricks depend first appeared in print in the Art of Magic in 1909, as set forth therein "the secret lies in locating the selected card by observing where the spectator breaks the pack." That is to say, when a spectator cuts the pack you estimate how many cards are in the lower packet. If you have beforehand sighted the bottom card it-follows that, no matter how many complete cuts have been made, if you again cut it to bring the sighted card to the bottom, you can divide the pack within a card or two of the spectator's original cut. How close you come to it will depend on the accuracy of your estimate. A few trials will show that the principle is not really difficult, particularly since all that is necessary is to come within a few cards of the right spot. Chapter Contents 1 . Tu cke r's Ve rs io n ANY pack of cards shuffled by spectator, the bottom card sighted and the pack placed on the table. A spectator cuts freely and notes the bottom card of the packet cut, then replaces the cards, squares the pack and makes as many complete cuts as he pleases. Take the pack, run over the faces and find the key card. Supposing you estimated that there were twenty cards in the bottom heap after the first cut, then cut the pack two cards below the key and place these eighteen cards on the top. Put the next two cards from the bottom on to the top taking a mental note of what cards they are. The two shifts of the eighteen cards and the two cards from the bottom to the top are done under cover of the movements of running the cards fanwise as you pretend to search for the chosen card. Finally palm the bottom six cards in your left hand (Erdnase, p. 95). You now control eight cards, two known cards on the top of the pack and six cards palmed in the left hand. The chosen card is named: If it is the top card turn it over; if the second make a double lift and show it. If neither of these is the correct card you say, 'Why, that card has been in my pocket all evening,' and reach into your inside coat pocket with the left hand to produce the card. Turn your right side a little to the front with the right hand assisting by holding open the coat, and under cover of this action spread the six palmed cards so that you can retain the one named and let the others fall into the pocket. It would be a very poor estimate that failed to get within eight cards of the original cut. Chapter Contents 2 . Abbo tt's Ve rs io n. The Ce rta in Ca rd Trick FOR this version only forty-eight cards are used. Ask a spectator to shuffle and then cut the pack. Performer meanwhile has an opportunity of glancing at the card on the bottom of the pack. Spectator is asked to hold the pack and peek at one card. Performer merely estimates the number of cards raised. He may lift twelve cards and your guess is thirteen, or again you may guess sixteen. In either case, divide your guess by six; for instance six into thirteen is two and one over, or six into sixteen is two and four over. Discard the number over. Spectator is directed to cut the pack as many times as he wishes, then to lay the cards, one at a time, face up, on the table (dealing from the top of the pack). When he has laid out a row of six cards, from left to right he is directed to lay out another row underneath until he has six rows of eight cards in a row. Note the key card which is the card that you glimpsed at on the bottom of the pack. Note the row it is in. Suppose the key card is the J of C and it is in the fourth row and the fourth card down, and the number of cards that you guessed was sixteen which as explained above gives you two. Add this two to four which totals six. Spectator is now asked which row his card is in. If his card is in the same row as your key card then his card is toe sixth card down from the top. If it is in a row to the right of your key card, then his card is the sixth card down in that row. If his card is in a row to the left of your key card row, add one to six and his card must be the seventh card down. Should your number be more than eight continue the count at the top again. Chapter Contents 3 . Th e Ne ls o n Do w ns Orig in al AS WORKED by Mr. Downs: after locating the original bottom card, he cut the pack one card below it, palmed three cards off the bottom in his left hand and put the next card on top, sighting all five so that when the chosen card was named he knew whether to turn the top card, show the bottom card or pretend to draw the card from his pocket. The trick can be done without resorting to sleight of hand. Suppose the spectator cuts, as happens most often, within a card or two of the center. When you take the pack back run through it with the faces towards yourself and find the key card. Cut the cards bringing the key card to the bottom, restoring the pack to the same order as when the spectator made his selection. Count to the twenty-third card from the bottom and shift them to the top. Glance at the indices of the next five cards, the original twenty-fourth, twenty-fifth, twenty-sixth, twenty-seventh and twenty-eighth cards, and memorize them, put one card out on the table face down, and the next two on the top, remembering the positions. Have the card named: if it is the one face down on the table, simply turn it triumphantly; if it is the top card, drop the pack without remark on the table card and turn the top card; if it is second from the top make a double lift; if it is the bottom card, turn the pack over and stow it and if it is the one next the bottom simply lift the pack, keeping it face down, draw back the bottom card, and pull out the next one. A good variation is to sight the top card when laying the pack on the table for the spectator to cut, then when he has cut-looked at card and replaced the cut, let him draw out the bottom card and bury it in the pack. This will eliminate any suspicion that the bottom card is being used as a key, a stratagem that has become rather widely known even amongst laymen. Chapter Contents Cut in De te ctio n Lars e n LET a spectator shuffle the cards (any pack). Very often you will be able to sight the bottom card at the end of the shuffle, if so remember it as your key card. If not, take the pack from him, sighting the bottom card as you do so and shuffle the cards very thoroughly yourself retaining the sighted card at the bottom: in either case the bottom card is your key card. Put the pack on the table and have the spectator make one complete cut. Watch this and estimate at about what number it lies from the middle of the pack after the completion of the cut. Generally the cut is made very close to the middle. Have him then take any card, note what it is and replace it as near to the center as he can. For example, suppose you estimate that the key lies about eighteen or twenty cards from the top, and the chosen card has been replaced within a card or two of the middle, it will, therefore, be from five to ten cards below the key card. Run through the pack, find the key card and pass the sixth, seventh, eighth, ninth, and tenth cards below it to the top of the pack. Fan them a little and note the values only. Put the pack behind your back and ask how many spots are on the card chosen. Pick out the corresponding card in the five and place it face down on the table. The spectator names his card and you turn it over. Or you may place two of the five on the top, two on the bottom and reverse the fifth in the middle. Bring the pack forward and have the card named. Reveal it by turning the top card, or making a double lift, showing the bottom card or making the glide and drawing out the next card, or by spreading the cards to reveal the reversed card, as may be necessary. Chapter Contents Sle ig h t Of Fo o t Milto n EFFECT. Magician never touches the cards; still he finds a selected card in the pack. Magician asks someone to shuffle a pack of cards, and then to divide the pack into several heaps on the table. A spectator is requested to remove a card from the center of any heap, note the card, and replace on the top of any heap. The heaps are then replaced one on top of another, and pack may then be cut several times, squared, and placed on floor. Magician now, with his foot, kicks the pack, and the cards slide apart. He indicates the card just below the point where the pack breaks most prominently, and this card is found to be the chosen card. SECRET. All that is required is a small amount of salt in the waistcoat pocket. After the pack has been divided into three or four piles on the table, performer turns his back and asks a spectator to remove any card from any pile, and replace on any other pile. Meanwhile, performer places first finger into waistcoat pocket and gets a few grains of salt on to the end of finger. Turning around and pointing to piles, he asks spectator on which pile he replaced card. When spectator indicates the pile, performer places finger on that pile; this move will leave a few grains of salt on top of the selected card, but unnoticed by the spectators. Spectator is now requested to place a pile on top of the one containing the chosen card, then another pile on top of that, until entire pack is assembled. Pack may now be cut, and placed on floor. With the side of the shoe, strike the side of the pack a sharp blow. The cards will slide apart at the point where the salt is. This break is your cue. Withdraw the card just below it, and you have the chosen card. Chapter Contents [ Main Contents ] [ Next Chapter ] The Encyclo pe dia o f Ca rd Tricks [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] Chapte r II ~ Spe lling Tricks ~ Co nte n ts Another Thought Spelling Automatic Speller, The Card Spelling 'De Luxe' Double Speller, The Duplex Comedy Speller Easy Speller, An Farelli's Impromptu Speller Frank Squires' Speller Gwynne's Speller Howard's Simplex Speller Impromptu Speller Improved Chevalier Improved Spelling Trick Incomprehendo Speller Joker Speller, The Joker Spelling Routine, The Knock Out Speller Lazybones New Spell, The Peculiarities of the Pasteboards Perfect Spelling Trick Quadruple Spelling Seller's Speller Idea Single Speller, A Spell It Spell It Yourself Shuffled Spelling Bee, The Spelling A Card Spelling Any Card Called For Spelling Bee, The Spellino Spellino Climax Superlative Speller Sure Winner Spelling Bee System for Arranging Cards for any Spelling Combination Think of a Card Thought Spelling Think It-Spell It U Spell Your Card Variation Of Joker Spelling Whispering Speller, The Wizard Spelling Master You Selected the Sys te m fo r Arra ng ing Ca rds fo r a ny Spe lling Co m binatio n THE method, given in the original typescript Encyclopedia, for arranging any desired spelling combination, was very laborious and uncertain: it was simply that of working the combination backwards. The following is a much better and absolutely sure method whereby any arrangement can be worked out quickly and easily. Suppose for example, you desire to get the formula for spelling the cards of one suit from the Ace to the King, one card to be put from the top to the bottom of the packet for each letter, and the card spelt to be turned up following the last letter; take a pencil and paper and mark off thirteen spaces in a row. _ _ _ _ _ _ _ _ _ _ _ _ _ Spell A-C-E, tapping one space for each letter and mark A in the fourth space: spell T-W-O. and put 2 in the fourth space following: spell T-H-R-E-E and mark 3 in the sixth space farther on, which will bring you to the first space in the row: spell F-O-U-R and mark 4 in the fifth space 3 _ _ A _ _ 4, 2 _ _ _ _ _ farther on: continue in exactly the same way, counting the empty spaces only, ignoring those filled until you finally write in the King, with the result that the formula will read: 3, 8, 7, A, Q, 6, 4, 2, J, K, 10, 9, 5 which will be found to bring about the exact result required. The same system can be applied to any combination. Another example showing its application to a trick follows. The effect to be brought about is this: from a thoroughly shuffled pack the magician takes all the cards of a selected suit, as they lie after the shuffle and tells the following story, at each word he puts a card under the packet and turns a card whenever its name is mentioned. He says: 'This is the tale of the Jack of Hearts (JH) who stole the tarts, he ate (8) seventy-five (7) (5) and was so sick (6) the King (K) thought he was threatened (3) (10) with appendicitis, but the Queen (Q) at once (A) came to (2) the rescue and by good fortune (4) saved his life; like the cat he had nine (9).' To arrive at the necessary formula, again mark out thirteen spaces: repeat the story, tapping one space for each word, and insert the card as each one is named. The first round will fill the seventh space with JH and the thirteenth space with the 8: the next round will fill the first space with the 7 and the next with the 5, and the 6 will go in the sixth space, ignoring that already filled by the JH; the next, the K goes into the ninth space, and so on until all the spaces are filled and the complete formula runs: 7, 5, 3, 10, 9, 6, J, A, K, 4, 2, Q, 8 This will be found to bring out the cards correctly. To work the trick, put any thirteen cards on top of the Heart suit, arranged according to the formula, and place these twenty-six cards on top of the remainder of the pack. You have a card selected, being careful to spread the Hearts only, since a Heart must be drawn, and have it returned to the same position, telling the spectator to remember the suit only. Split the pack at the 8H with the right thumb and riffle shuffle slowly and openly, calling attention to the thorough way the cards are being mixed. Square up and again split the pack for another riffle shuffle, this time being careful to see the 7H fall from the right thumb before dividing the pack. Shuffle slowly and openly again. Everyone will be convinced that the cards are hopelessly mixed; however, the first shuffle merely distributed the Hearts through the lower part of the pack, while the second spread them throughout the whole pack, but in each case the relative positions of the Heart cards remain the same-and when the intervening cards are eliminated their original order remains undisturbed. Now inquire what the suit of the chosen card was: the answer being 'Hearts', you turn the pack face up and take the Hearts out, as they lie, one by one. This process will reverse their order, so pick up the packet and deal the cards one by one, face down, under pretense of counting them. The double shuffle, the removal from the pack and the counting will have convinced the spectators that the cards must be in haphazard order and the effect when they come out at appropriate times in the telling of the story will be surprising. As an opening feat for a card routine for small audiences 1 know of none better. The system and the principle of the double shuffle were devised by me over thirty years ago and they are but little known even yet. Chapter Contents Spe llin g A Ca rd Law re n ce Gray Im pro m ptu THIS trick which was one of the first and is still one of the best of impromptu spelling tricks, was not included in the original Encyclopedia although several tricks based on it were. A card is forced, or sighted, by the magician. It is replaced in the pack which is shuffled by the spectator. Taking the pack, the performer runs through it, face up, to show that the card has not been removed. When he comes to the selected card (say for instance it was the 10C), he begins to spell its name, TEN-OF- CLUBS, passing one card for each letter, and when he arrives at the last letter, S, he inserts the tip of his left little finger above it and holds a break at that point, but keeps right on running through the pack without pausing. He cuts the pack at the break and hands it to the spectator, instructing him to spell the name of his card, dealing one card for each letter and turning up the last card so dealt. The spectator does this and, of course, finds his own card. Instead of forcing a card, the bottom card of the pack may be sighted and when the pack is divided for the return of the chosen card, this is done by an under cut, so that the sighted card is brought above it. A casual overhand shuffle will not separate the two cards. When running over the faces of the cards the performer has simply to watch for the sighted card and start his spelling on the next. It sometimes happens that the card does not show up until there are not enough cards above it for the spelling, in that case stop when there are only about ten cards to be run over, cut the pack and start again from the face card. The trick bears repetition. Chapter Contents Du ple x Co m e dy S pe lle r Larry Gray An y Pa ck ANY pack is thoroughly shuffled by spectator; take it back sighting the bottom card. Spread the cards and allow a free choice. Undercut half the pack for the replacement of the card, thus bringing the key card on top of the chosen one. Cut several times, or a short overhand shuffle may be made with little risk of separating the two cards. To show that the card has not been removed or tampered with, run the cards over before the spectator in an even tempo, telling him to see that his card is still there but not to indicate what or where it is. You watch for the key card, when you reach it, begin to spell its name, starting with it and counting mentally one card for each letter. On reaching the last letter, ask, 'Have you seen your card?' and separate your hands slightly. The answer will be 'Yes.' Bring your hands together reversing the position of the cards they held. The key card is thus set for spelling from the top of the pack, and the chosen card lies under it. Now illustrate the trick by naming, apparently at random, the key card and spell it, turning it up on the last letter and showing it. The chosen card is now on top of the pack which you hand to the spectator to spell out his card; of course he fails, but in dealing the cards he has put his card in correct position to be spelt. So when you replace the packet on the pack and tell him the mystic word to use, he succeeds in spelling this card. This is one of the best of the impromptu spelling tricks. Chapter Contents Fa re lli's I m pro m ptu S pe lle r Gray 's S pe lle r-Sin g le Ca rd FORCE a card and allow the spectator to replace it in the pack and thoroughly shuffle. Take the pack face upwards in the left hand and deal the cards face down on the table, letting the spectator see the face of each card as you deal. When you reach the forced card spell it in, beginning with the card itself, including the 'of' and on reaching the last letter hesitate and ask the spectator if you have passed his card. The answer is of course 'Yes.' Turn the cards in your left hand face down, pick up the packet from the table and put them on top. If possible use a false shuffle and series of false cuts, then spell out the card turning it up on the last letter. Instead of forcing a card, the chosen card may be sighted after its return to the pack, or a key card may be used, the card being replaced next to it and so located when the cards are dealt. Chapter Contents Kno ck Out Spe lle r No pre paratio n EFFECT. Any pack shuffled freely and spread on the table, a spectator removes any card he wishes, looks at it and replaces it at the spot from which he took it. Magician gathers up the pack, the card is named and he spells it out, dealing a card to each letter, finally turning up the card. SECRET. When the pack is spread on the table it must be done with a wide sweep. The spectator is given a free choice but when he removes a card, count visually to the twelfth card above the spot from which it was removed. When the card is replaced, watch the card to which you counted, and in gathering up the pack hold a break there with the thumb and transfer them to the bottom by cutting the pack. The chosen card will now be the thirteenth card and most cards can be spelled with thirteen letters. If it is necessary to get rid of one or two cards simply take them off the top, fan the pack with them and then put them casually on the bottom. The best way to pick up the cards is to first make the spread from right to left, then when a card has been removed, pick up the cards above the twelfth card beyond it and use them as a scoop to pick up the rest when the card has been returned. Chapter Contents A Sing le Spe lle r Im pro m p tu 4 pile s o f 1 3 ANY pack shuffled by spectators and dealt into four piles of thirteen cards each. Any card selected in any heap is noted, and put on top of any one of the piles. Drop one pile on top of this, pick up the two piles and place the remaining two heaps below the packet thus made. The chosen card will, therefore, be the fourteenth card from the top of the pack. It is necessary to run off one card from the top in the false shuffle and spell the selected card with thirteen letters. (See system used in The Double Speller.) Chapter Contents Supe rla tive Spe lle r Be n Ere ns Im pro m p tu EFFECT. Borrowed pack laid on table and spectator cuts. He chooses either heap, cuts this and looks at the bottom card of the cut. The cut portion is replaced and the pack reassembled. The card looked at is named and the magician spells it out, taking off a card for each letter. and at the end of the spelling shows the card selected. SECRET. When anyone cuts a pack it is usually divided near the center. The pack having been cut and a pile chosen, invite the spectator to cut that heap and illustrate by cutting the remaining pile about the middle. When he does likewise, make an estimate of the number he cuts off, usually from ten to fifteen. He then looks at the bottom card of his cut and replaces the cards. Pick up this pile and place it on top of the other portion, thus reassembling the pack with the selected card at the number from the top as estimated by you. False shuffles and cuts may follow according to your ability. Have the card named. Suppose the 4C is the card, and you estimate it is about fourteen cards down. Spell out 'The Four of Clubs' and the card shows up either on the B or the S. In either case act as if that was what you intended. If it doesn't fall at S throw out another card and say 'Four of', and if that is the card say 'Clubs'; but if not, then throw still another card and with it say 'Clubs'. In other words you fit the spelling to the number of cards you estimate the spectator cut. By adding or omitting the 'of' and the final 's' of the suit the spelling can be made flexible enough to fit all cases. With but little practice the number of cards can be estimated to within one or two. Chapter Contents Yo u Se le cte d the Im pro m p tu HAVE the pack shuffled and ask someone to take out any card, turn it face up and thrust it in the center of the pack, stressing the word 'center', and holding the pack yourself. This done, let him look at the card facing the card thrust partly in the pack. Withdraw the face-up card and put it on the top. Spell in the usual way, one card dealt for each letter, YOU SELECTED THE at this point ask for the value only of the card sighted. Suppose it is a 10, spell TEN and then ask for the suit. You now make a simple calculation: the card is within a card or two of twenty-six being about the center of the pack, the phrase spelt has disposed of fourteen cards so you must spell the name of the card in about twelve letters. When the suit is named if it is Diamonds you omit the word 'of'. With the other suits if the card appears on the letter before the final 's' just act as if that is what you intended. If it has not appeared on the final letter turn next one. If it is still not there name the card in full and turn up the next. Only a gross miscalculation will fail to bring the card, but should it so happen use the word 'period' or 'stop' as an excuse for turning one more card. Chapter Contents Spe ll I t Bu ckle y-Im pro m p tu REMOVE from the pack the Q, 8, 7, and 3 of Diamonds and the Joker. Shuffle the remainder of the cards and in running them from hand to so hand for a spectator to take one, hold an inconspicuous break between the tenth and eleventh cards. A card having been drawn, open the pack at the break and have the card returned at that spot. Follow with false shuffles and cuts. The card is named and you spell it off, taking a card for each letter and turning up the eleventh card, which is correct. A very simple calculation will indicated the manner in which you must spell and you can turn the card either on the last letter or following the last letter, and you can insert 'of' or omit it as may be necessary. For instance, the A, 2, 6 and 10 of Clubs requires the addition of the word 'of' bringing the total letters to ten and you turn the eleventh card. Again for the 4D, spell 'Diamond, four' and turn the card on the last letter; for the 5S, spell 'Spades, five' and turn the next card. The system will be found to cover every card in the pack except the four discarded ones. Chapter Contents Im pro m ptu Spe lle r Im pro m p tu -Ca rd 1 3 th a nd Spe lling v arie d ANY pack is freely shuffled and any card freely chosen, but in spreading the cards for the spectator, secretly count to and hold a break under the twelfth card. For the replacement of the card, cut at the break and have it put back at that point, drop the packet of twelve cards on top of it and square the cards very openly. False shuffle and make several false cuts leaving the cards on the top in the same position. Have the chosen card named and spell it according to the following rules: For Clubs, A, 29 6, 10, spell THE - OF CLUBS, turn last card. 4, 5, 9, J, K, spell CLUBS, THE - turn next card. 3, 7, 8, Q. spell - of CLUBS turn next card. Hearts, A, 2, 6, 10, spell HEARTS, THE - turn next card. 4, 5, 9, J, K, spell - OF HEARTS, turn next card. 2, 3, 7, 8, Q, spell - OF HEARTS turn last card. Spades, treat exactly in the same way as Hearts. Diamonds, A, 2, 6, 10, spell - OF DIAMONDS, turn last card. 4, 5, 9, J, K, spell DIAMONDS -, turn next card. 3, 7, 8, Q, spell DIAMONDS , turn last card. The Joker may be spelt THE JOLLY JOKER. With a very little practice the necessary changes in the spelling become easy to remember. Chapter Contents Wiza rd Spe lling Ma s te r Jorda n-Im pro m ptu ANY pack may be used and it can be thoroughly shuffled by a spectator before the trick. When you take the pack back hold it face up in the left hand and pass the cards one by one into the right hand, as though counting them. As you do this pass all the Diamonds and all the five-letter cards of Hearts and Spades (deuce, three, seven, eight, Queen) behind the first card taken off and all the other cards on top of it. Turn the pack face down and have the cards dealt alternately into two heaps, face down, by a spectator, who then riffle shuffles the pack. The result will be that the cards which were originally on top, i.e. the D's and five-letter H's and S's will be on the bottom and vice versa. A few cards in the middle will be mixed but they do not matter. Fan the upper part of the pack and have someone take a few cards, see that he gets nine; do the same with a second person. Fan the lower part of the pack and let the third person get twelve. Each shuffles his own packet. Place the pack remaining on the back of your hand. Let the third party choose a card from his packet, note it and put it on top of the cards on your hand and the balance of his packet on top of that. The other two spectators do the same. Thus there are two nine-card packets at the top, followed by the twelve-card pile. Any card chosen can be spelled with the same number of letters as there are cards in the heap it was drawn from. Spell the suit first, then the value. For instance, the 7C being named, you say, 'The card is a Club? The seven?' and you spell CLUB-SEVEN. For the 9C you say, 'The suit is Clubs? The nine?' and spell CLUBS-NINE. Again for the 2C you say, 'The suit is Clubs! The two?' and spell CLUBS-TWO and turn the next card. The same system is applied to the card from the twelve-card pile; the suit being spelt first, then the value and the S in Diamonds is used or eliminated as may be necessary. Chapter Contents Pe cu lia ritie s o f the Pa s te bo a rds Im pro m p tu EFFECT. From a borrowed pack three cards are freely selected, returned and the pack shuffled. Performer spells out a card at random and on the last letter that card appears. Pack is handed to a spectator and he spells the name of his card, it too answers to its name. Second spectator names his card, pack is cut and it appears on the top. The third spectator takes the pack, names his card and it turns itself over face up, amongst the others. SECRET. After borrowed pack has been shuffled, run through it under pretext of removing the Joker, locate any thirteen-letter card (AD, 2D, QH, etc.) and cut the pack so that this card is tenth from the top. Fan the cards face outwards to show they are well mixed, then have three cards taken from anywhere below the top ten cards. Undercut about half the pack and have the first spectator return his card on the original top card. Put the cut on top but hold break with tip of little finger. Go to second spectator, cut at break and have his card returned on top of the first. Do the same with the third person. With the pass, or by a simple cut at the break bring the three cards to the top with the original stock of ten cards below them. Demonstrate how to spell a card, naming as if at random the card you originally set tenth from the top which will spell out correctly due to the three selected cards now on the top of the stack. In doing this, sight the bottom card of those spelt off, this is the last selected card returned and the first card dealt. If it is a thirteen- letter card all is ready for the pack to be handed to the third spectator. If not take off or add the card or cards necessary to place his card ready for the spelling. Hand the pack to the third spectator and he spells out his card. Put this on top of the cards just spelt off and replace the packet on the top. The three chosen cards are again on top of the pack. Send the top card, that was just spelt to the middle by the Slip Cut (Erdnase, p. 39) leaving the other two on the top. Dramatically turn up the second spectator's card, the top one, showing that you have magically cut at that very card. Leave it face up, then pick up the two cards as one, by the double lift, turn the pack over in the left hand and bury the card (really two cards) also face up, somewhere in the middle of the pack. As a result of the double lift the first man's card is now reversed in the pack. Hand the pack to him to hold firmly and build up the final climax. Chapter Contents The Ne w Spe ll Hug a rd-I m pro m ptu ANY pack shuffled and a card freely chosen. In closing the pack secretly reverse the bottom card. Undercut about half the cards- have chosen card replaced-drop cut on top, and square up very openly. Reversed card is now on top of the chosen card. Overhand shuffle with backs of cards towards you and when the reversed card shows up give it a flick with the left thumb so that it falls to the floor, and drop the cards remaining in right hand under those in left. Chosen card is now on top of the pack. Stoop to pick up the fallen card and reverse the top (chosen) card against your left thigh. In order to show, as you say, that the spectator's card is not near the top or the bottom of the pack, hold the cards facing the front and run cards off the bottom into your left hand. As you do so, spell mentally the name of the card taking a card for each letter (you know it since it faces you on top of the pack). Pause on the last letter and ask if the card has been seen. At the answer, 'No,' drop the remaining cards from the right hard on the face of those in the left hand, thus bringing them above the reversed chosen card and putting it in position to be spelt out. Run a few more off the bottom in the same way and again ask if the card has been seen, and at the same answer 'No,' put them again on the bottom. Fan off a few from the top to show that it is not anywhere near the top. These cards have been already shown but no one ever notices that. Hand pack to spectator to be held behind his back. Instruct him to spell the name of his card, bringing forward one card for each letter, being sure to use the 'of'. He does this and nothing happens but when he brings the pack to the front his card lies reversed on the top of the pack staring him in the face. Chapter Contents The Auto m a tic Spe lle r Mihlo n Cla yto n -Im pro m ptu SPECTATOR shuffles his own pack, then turns it and runs over the faces to see that the cards are well mixed. You mentally note the bottom card. Instruct him to deal three piles of six cards face- up on the table. If he deals from the bottom of the face-up pack, dismiss from your mind the card just noted and remember the bottom card of those remaining after the heaps have been dealt. These cards are laid aside face down and the bottom card is the key card. If, however, he turns the pack over and deals from the top then the bottom card already noted becomes the key. Tell spectator to choose one of the piles while your back is turned, turn them all face downwards, take any card from the pile selected, look at it, and put it on top of any of the other heaps. He is then to shuffle the remaining cards of the pile he chose, and place them on top of his card and, finally, replace the last heap on top of the other two. The resulting pile is placed on top of the remainder of the pack and a complete cut made. Now if the pack were again cut to bring the key card to the bottom naturally the chosen card will be the twelfth from the top. To bring this about you tell the spectator to deal off some cards face up to show how thoroughly they are mixed. When the key card appears you stop him, as being satisfied he shuffled the pack well, and have him place the cards just dealt at the bottom of the pack. The chosen card is now twelfth card down and as he is to spell it out himself you instruct him how to do it. The majority of the cards spell with eleven or twelve letters, if with eleven he must turn the next card, if with twelve, then on the last letter. For the 3, 7, 8, and Q of Hearts and Spades tell. him to spell the suit first, then value. For 3, 7, 8 and Q of Diamonds, spell Diamonds, then value. For the A, 2, 6 and 10 of Clubs tell him to spell 'an' or 'a' as required. In other words as you cannot manipulate the cards you juggle the spelling. Chapter Contents Spe llin o U. F. Gran t Im pro m p tu IN THIS fine trick instead of spelling the name of a card, you spell the spectator's name, his card appearing on the last letter. The trick can be repeated with as many people as you wish. Any pack may be used and you have a spectator shuffle it. He selects one, remembering at what number it lies from the top. Let us suppose his name is Smith. Take the pack, place it behind your back and place the bottom card on top, then reverse the fifth card from the bottom, there being five letters in the name Smith. Bring the pack forward and inquire what number the selected card was from the top. Suppose the answer is six. Deal off six cards and show that the card is no longer there. It is the next card since you placed an extra card on the top. Replace the cards and cut the pack. Again put the pack behind your back saying that you will reverse a card. Now you get ready for a second name, say it is Sherman, seven letters, so you reverse the seventh card from the bottom. Bring the pack forward, run through it to the first reversed card, being careful not to expose the second reversed card. Divide the pack at the first reversed card and spell SMITH turning the card on the H. It is his card. Now step up to Sherman and put the pack on the table and have him cut it in two piles, the top we will call A and the bottom B. Let him look at the top card of B, place it on A, and place B on top of A burying his card. Place the pack behind your back to reverse another card. If you intend to repeat the trick with a third person you reverse a card at the same number from the bottom as there are letters in his name. If you finish on the second name, simply bring the pack forward and proceed in exactly the same way as you did for the name Smith, that is cut at the reversed card and spell SHERMAN, turning his card on the N. It will be seen that the trick can be repeated ad lib., but three cards are enough. Chapter Contents Spe llin o Clim a x Gran t-Im pro m p tu SPECTATOR shuffles any pack and hands it to you. Immediately you spell off the names of different cards, turning them up correctly on the last card in each case. When pack is returned sight the top card-Suppose it is the 10S which spells with twelve letters. Think of any other card which also spells with twelve letters, the AH for instance. By way of explaining what you are going to do name the AH and spell it out a card for each letter without, however, turning the last card. This process places the 10S in position. Make a false cut and then name the 10S spell it out and turn it up on the last letter. In picking up the packet to replace it on top, sight the bottom card, suppose it is the 6D which spells with thirteen letters. You know it now lies twelfth so you need to have one more card above it. If you can execute a simple false shuffle you do it that way running one card first, if not, simply take any card from the middle without looking at it. Just do it casually without remark. Now spell the 6D. As before note the bottom card in replacing the packet on top. Calculate the number of cards required to spell it and if it is less than thirteen run off the extra card or cards in the shuffle, or simply take them off and put them in the middle. In the latter case you should pretend to study them and make an intricate calculation before naming the card you are about to spell. The trick can be repeated ad lib. and even without the false shuffle will be found effective. Chapter Contents Ho w a rd's Sim ple x S pe lle r Albrig h t-Im pro m p tu SHUFFLE any pack of cards and have one freely chosen. While spectator looks at his card, cut the pack and slightly squeeze the rear end of the lower half, crimping all the cards of that packet. Cut at this crimp and have the card replaced on that packet and drop the upper half on top. Make a series of undercuts throwing them on top and finally cut at the crimp, genuinely and openly, bringing the chosen card to the top. Have the chosen card named. Spell it by taking off one card for each letter with the right hand. The first card will be the chosen card so you hold the cards low down and parallel with the table top. Take off the second card underneath the first and continue in the same way so that the cards in your right hand keep the same relative order, that is the chosen card is always on the top of the packet being counted off. When this card is well covered by others gradually raise your hands until the cards in both hands are vertical. When you reach the second last letter of the card's name push the chosen card from the back of the packet in your right hand on to the cards in the left hand with your right thumb, the left thumb immediately drawing it back on top of the left-hand packet. At the same moment the right hand takes off another card and then on the last letter the card just slid across is taken and shown. It will be seen that this is simply an application of the well-known false count, which, if executed with proper tempo, is perfectly illusive. Chapter Contents U Spe ll Yo ur Ca rd Im pro m p tu FROM any pack, freely shuffled, a spectator takes any card he pleases. While he looks at it, divide the pack as if about to cut for the replacement of the card, but before separating the hands squeeze the inner end of the bottom packet, bending them to shape U, the outer end remaining straight. Now cut and have the chosen card replaced on top of the lower bridged portion and drop the other packet openly on top. Make a series of run cuts, dropping them on top and finally cut at the bridge, sending the chosen card to the bottom and glimpsing it. Make an overhand shuffle and bring the card to the top. Now by way of illustrating how you propose to find the chosen card, spell off some other card the name of which spells with the same number of letters. Don't show the last card in this spelling, simply pick up the packet, drop it on top of the pack and spell out the name of the chosen card, which you turn up on the last letter. The trick is not effective unless the pack is given a false shuffle after the packet is dropped on top. It is easy to make a riffle shuffle keeping the packet intact but dropping one card from the left hand on top of it: get rid of this extra card with the slip cut and you will find the effect greatly enhanced. Chapter Contents An Ea s y Spe lle r Im pro m p tu FROM any pack, freely shuffled, a spectator selects any card he pleases, Have the card replaced, bring it to the top and false shuffle, leaving it there, and sighting it in the process. Deal cards on the table face down, mentally spelling the name of the chosen card, a card for each letter. When you reach the last letter deal the next card on top of the others a little forward and continue doing the same thing with six or seven more cards, so that there will be a step between the first lot of cards dealt, which spell the name of the card, and the cards following them. Casually pick up the small packet above the step and drop it on top of the pack, then pick up the remainder and put them on top of all. Hand the pack to a spectator, instruct him how to spell the name of his card and deal a card at each letter. He does this and, of course, turns up his card on the last letter. Chapter Contents Tho ug ht Spe llin g PREARRANGE the first eighteen cards of the pack as follows: 10C, AS, 9H, QS, 4D, QD, 2C, 10H, 5S, 3H, KD, 7D, 6C, 2S, KH, 8S, JD, 3D. Put a short card ninth from the bottom of the pack. Have the pack thus arranged in its case. When ready take it out and if possible false shuffle and cut. Take the first six cards, fan them before a spectator asking him to mentally select one card. This done close the packet and put it in his breast pocket, this to prevent any disarrangement of the order. Spread the next six before a second spectator for a mental choice. Close the packet and put it in his pocket. Show the next six to a third person and when his mental choice is made replace the packet on the pack. Take the packet from the second spectator's pocket, putting it on top of the pack in its turn and do the same with the first packet. Spectator makes a complete cut and then you cut at the short card, thus bringing nine cards on top of the pre-arranged eighteen cards. Ask the first spectator to spell out loud the name of his thought card, as he does so you deal one card for each letter, including 'of' and the last letter 's' of the suit. Place the last card face down on the table. While spectator is turning this over pick up the packet dealt off in spelling, place the top five on the bottom of the pack and the rest on top. Let the first card just spelt remain on the table. Give the pack to the second spectator telling him to spell his mentally selected card in the same way by dealing a card for each letter on to your hand. Hold a break when you have received five cards and as he shows his card is correct, take the pack back, put the five cards on the bottom and the rest on top of the pack. Leave his card on the table also. With the third party you ask him to spell his card to himself in exactly the same way as was done with the other two, and put the card arrived at face down on the table. Call attention to the fact that he was allowed a perfectly free mental choice and so on. Have him name his card and turn it up. Chapter Contents Qu a druple S pe lling Th o ug h t Card EFFECT. Packets of cards are handed to several people who are requested to think of any card in their respective packets. All the cards are returned to the pack which is shuffled by the performer. The spectators in turn spell their mentally selected cards, letter by letter, the performer, taking off one card for each letter, reveals each card on the last letter of its name. SECRET. Twenty cards are arranged in packets of five, the cards in each packet spelling with eleven, twelve, thirteen, fourteen and fifteen letters, as follows: KC, JH, QS, 4D, 8D 6S, 3C, 7S, JD, 7D AS, QC, 10D, KD, 9D AH, KH, 3S, 9D, 3D These sets are placed on the top of the pack and a false shuffle and cut made before starting the trick. Hand five cards to each of four persons, asking each one to merely think of one card and then turn the packet face down on his hand: this last to prevent the order from being disturbed. The packets may be returned in any order but such order must be remembered: it is best to have the last packet replaced first and so on, the first packet being replaced last of all. Shuffle ten cards on top of the last packet returned and all is set to spell out the first person's card. After spelling out the first card, replace all the cards on top and in the course of a shuffle run five cards off the top, thus leaving the set-up ready for the spelling of the second mentally selected card. The same procedure follows for the third and fourth cards. With a little calculation you can spell the cards out in any desired order after spelling the first. For instance, suppose number four's card is called for, you shuffle off fifteen cards, that is the first ten indifferent cards and the five cards of the first set now done with. Chapter Contents Ano th e r Tho ug ht Spe llin g Anne m ann FOUR sets of four cards are pre-arranged on the top of the pack. The cards in each set must spell with twelve, thirteen, fourteen and fifteen letters respectively. For instance, the first four can be 4H, 7S, 4D and QD, the word 'of' being included with the value and suit of each card. In arranging each packet of four on top of the pack place them in reverse order so that when dealt one card at a time they will be in correct order. At the bottom of the pack have a short. To work the trick, deal off four piles of four cards: let any pile be chosen and have a spectator mentally select one card in it. Place this packet on top of the pack and the other three packets on top of that; the addition of these twelve cards ensuring the correct spelling of any card of the first packet replaced. Have the pack cut several times and, finally, cutting it yourself at the short card, being careful to carry that card also to the bottom. The thought card will come out automatically after the last letter of its name is spelt. You, of course, do not know what the card is until it is named. The short card can be dispensed with by noting the bottom card, then after the cutting, fan through the cards and cut or make the pass to bring the bottom card back to its original position. Chapter Contents Im pro ve d Spe lling Trick Kate r ON TOP of the pack place the following six cards: 10C, 6H, KS, 8H, 9D, 3D these cards spell with ten, eleven, twelve, thirteen, fourteen and fifteen letters respectively. Put nine indifferent cards on top of these. Begin by spreading cards face up to prove they are all different and unprepared. False shuffle and cut, leaving the top fifteen cards in position. Fan the pack but expose to the spectator's view the six arranged cards only, requesting him to mentally select one card. This done, close the pack, false shuffle and cut as before, and hand the cards to the spectator. Instruct him to spell out his card, dealing one card for each letter, and turn up the card on the last letter. He does this and finds his card. Of course any other combination of cards that will spell with the same numbers of letters can be used. Chapter Contents Think It-Spe ll I t Eig h t Card Se t-Up ARRANGE the following eight cards in this order: Joker, 2C, 6H, 9S, QS, 9D, QD, 3D. Place these cards on the top and run eight cards on them thus making the Joker the ninth card. Spread the cards for a mental selection of one card by running off the first eight cards quickly, then spreading the next eight slowly. Follow with false shuffles and cuts, being careful not to disarrange the first sixteen cards. The card thought of is named and you spell it out in the usual way, one card dealt out for each letter in the name, the 'of' being used throughout and the card turned on the last letter, except for the Joker and 3D; for these the card following the last letter card is turned up. Any other cards having the same number of letters in their names can be used. Chapter Contents Im pro ve d Che valie r Jorda n S e t-Up a nd Riffle ARRANGE the four suits in four piles reading from top to bottom in the following order: 9, 5, 3, A, 8, 7, Q, 6, 4, 2, J, K, 10. Riffle shuffle the Hearts and the Spades together and do the same with the Clubs and the Diamonds. One such shuffle leaves each suit in its original order if the interlying cards of the other suit are disregarded. Put the Spade-Heart packet on top of the Club- Diamond packet, bridging the packets at the division. To present the trick: cut pack at the bridge and riffle shuffle once. Any suit is called for. Turn the pack face up, the cards appear to be perfectly well mixed. Remove all the cards of the named suit, one at a time, beginning with the first card from the face of the pack and placing them in a face-down pile. That suit will be in the pre-arranged order. Take the pile face down and spell out A-C-E putting one card for each letter under the pile and turning up the next, the Ace. Then spell D-E-U-C-E and turn the Two: continue in the same way up to the King. Special attention should be called to the genuineness of the shuffle. NOTE (Hugard) A better and more convincing plan is to arrange the suits as above and assemble the pack with the Clubs on top, followed by Hearts, Spades and Diamonds. Split the pack for the riffle shuffle at the last Heart. Do the shuffle very openly, calling attention to its fairness. Split the pack again at the last Spade and riffle again. The first shuffle spreads each suit into another, the second spreads them throughout the pack but in the same relative order. This makes the trick one of the strongest of all pre- arranged spelling tricks. It can be repeated with any of the three remaining suits. Chapter Contents Spe llin g Any Ca rd Ca lle d Fo r Pre -a rrang e m e n t THE whole pack must be set-up in the following order: values 2, A, J, K, 3, Q, 5, 6, 7, 8, 9, 10, 4. Suits: C, H, S, D. The key cards for the suits are: for Clubs, 5D; for Hearts, QC; for Spades, QH; for Diamonds, KS. These key cards are either long or wide cards so that any one of them may be found instantly. To spell any card called for cut at the key card for that suit, bring it to the bottom, and spell out the name of the card according to the following table: Ace, spell ACE then suits, turn card, on last letter. Two, count off two cards to bottom, spell suit, turn card on last letter. Three, spell THREE then suit, turn up next card. Four, spell FOURTH, spell card, suit, then SUIT and turn last card. Five, spell THE FIVE OF, spell suit, turn last card. Six, spell THE SIX OF, spell suit, turn next card. Seven, spell THE SEVEN OF, spell suit, turn last card. Eight, spell THE EIGHT OF, spell suit, turn next card. Nine, count 1 to 9, spell OF, spell suit, turn last card. Ten, count 1 to 10, spell suit, turn next card. Jack, spell JACK, spell suit, turn last card. Queen, spell QUEEN OF, spell suit, turn last card. King, spell KING, spell suit, turn up next card. Joker, put in pack at sixth place, spell and throw it out. Spell all the suits with the final S. Chapter Contents The Shuffle d Spe lling Be e Se t-Up FROM a full pack separate the Clubs and Spades. Arrange the Clubs thus: 2, K, 10, Q, 7, 3, 4, 9, 5, A, 6, 8, J, and the Spades thus: 3, 8, 7, A, 6, 4, 2, J, K, 10, 9, 5. The red cards are left in any order, on top of them put the Clubs and below them the Spades, and the Joker somewhere in the middle. You are ready for the trick. Show the pack and dividing it for a riffle shuffle call attention to the fairness of the shuffle but as a matter of fact it simply spreads the Clubs amongst red cards in the upper half of the pack and the Spades amongst the other red cards in the lower half. Turn the cards face up and remove the Joker, then cut anywhere between the Spades and the Clubs and again riffle shuffle very openly. Here again the shuffle has simply spread the two black suits through the pack but their relative order has not been altered and if the intervening cards are eliminated the two packets will be just as they were set up. Give a spectator the choice of red or black. Interpret his answer as meaning the blacks are to be used. Take the pack face up and throw out all the black cards one by one in a heap face up; this will reverse their order. Again ask for a choice, this time between Clubs and Spades, separate the Spades and the Clubs throwing them face up, one at a time, in two heaps thus bringing them back to their original order. If Spades are chosen, hand that packet to the spectator, if Clubs are named, take that packet yourself as being the one the trick is to be done with. In any case you must take the Clubs. The set-up is arranged so that you can spell with the Clubs each card dealt by the spectator from the Spades packet. This is a most effective arrangement, the two shuffles will satisfy the most sceptical that there can be no pre-arrangement. After this demonstration the two packets are left in proper order for spelling the cards from the A to the K thus A-C-E and the A turns up on the last letter, and so on. The two packets can be spelt together, you with one, and the spectator with the other one. Chapter Contents The Do u ble Spe lle r Eig h t Cards Arra ng e d EFFECT. The pack is given a genuine shuffle and is handed to a spectator who deals it into four heaps, face down. He looks at a card at the top or bottom of any heap, notes it and replaces it. A second spectator does the same. You reassemble the pack. One of the cards is named and you spell it out, the card appearing on the last letter. Continuing from there you spell out the second card. SECRET. Beforehand remove the 3H, QH, 7S and QS and put them on the top of the pack; then take out the 4, 5, J, and K of D and place them on the bottom. To show the trick, riffle shuffle the pack several times without disturbing the four cards at the top and the bottom. Hand the pack to a spectator and have him deal the cards into four piles one card at a time. This will bring one card of the D group on the top of each pile and one card of the other set at the bottom. Two spectators now look at a card either on the top or the bottom of any heap and replace them in the same position. You have simply to note where the two cards are and remembering that there are thirteen cards in each pile, that the D group spells with fourteen letters and the other with thirteen, reassemble the packets accordingly. For instance, if one spectator has looked at a bottom card, you pick it up first; if the second spectator has looked at a top card put one of the untouched piles on it and take these two next, finally dropping the three packets on the last untouched heap. The two cards will then be in position for spelling. The system is so simple no other illustration is required. As with all these tricks a false shuffle and cuts are necessary to make it impressive. Chapter Contents The Whis pe ring Spe lle r To m Se lle r REMOVE the following eleven cards from the pack: 2D, 10D, 6 D, AD, QS, 3S, 7S, 8S, 8H, 7H, 3H. Note that all of these cards spell with thirteen letters. Let the cards be thoroughly shuffled and take them back. Explain that you will ask the top card to whisper the name of another card to you. Make a double lift and note the second card being careful no one else gets a glimpse of it. Replace the two, as one, on top of the packet. Name the card you sighted and spell it off letter by letter, putting one card at the bottom each time. The card will automatically arrive on the last letter. The working will be obvious. You may have the packet shuffled again and repeat the trick ad lib. Chapter Contents The Jo ke r Spe llin g Ro utine Hull ARRANGE thirteen cards from top to bottom: 3, 5, Q, A, 10, 9, Joker, 2, 8, 7, J, 6, 4. Place a King on top of the rest of the pack. Spell out ACE putting one card on the bottom for each letter, turn the A and discard it. Continue with the 2 and the 3 spelling TWO and THREE. Hand packet to spectator to try it. He spells FOUR but turns up the Joker. Put the Joker on the bottom and spell FOUR: the 4 turns up. Spectator tries again FIVE and again gets the Joker. Put the Joker on the bottom and spell FIVE: the 5 turns up. Spectator tries SIX and gets the Joker once more. You place the Joker on the bottom and spell SIX, which turns up. Then say you can spell JOKER and get the correct card. Do so and the 7 turns up. Continue with EIGHT turning up that card. Spectator now tries NINE and gets the Joker. Put this on the bottom and let someone else try with the same results. This may be done several times. Now put the Joker on the top and tell a spectator to spell JOKER and maybe he'll get the 9. He tries but again the Joker shows up. Replace this on top, and spell NINE: make a double lift and again show the Joker. Look chagrined as you replace the card (really two), then, as a bright thought, remove the Joker, really the 9, and put it in someone's pocket. Tell spectator to try once more as he certainly will not get the Joker this time. He spells NINE and the ubiquitous Joker turns up. The card in the pocket turns out to be the elusive 9. Leave the Joker on the top. Spell TEN and JACK correctly. Hand the remaining two cards to a spectator to spell QUEEN. As he does so pick up rest of the pack, on top of which is the K. Meantime spectator has again got the Joker. Take the two cards, Joker on top and spell QUEEN putting the card face down on the table. As someone turns it over top change the Joker for the K. Finally hand this to one of your victims telling him to spell JOKER. He passes it from hand to hand as he spells and then turns up the King. Chapter Contents Va ria tio n Of Jo ke r Spe llin g THE order of the cards for this one is: Q, 7, 10, A, 5, Joker, J, 2, 9, 6, Joker, 4, 8, 3. Two Jokers are used and you have a K in your trousers pocket. Proceed exactly as in the preceding trick to the point where you spell the FOUR and it turns up. Spell FIVE and SIX correctly, then let spectator try SEVEN; he gets the Joker. Place it on the bottom and spell SEVEN and turn it up. Do the same for EIGHT and NINE. Have the spectator try TEN; he gets the Joker. Put it on the bottom and spell TEN correctly. Spectator spells JACK and again gets the Joker. Place the Joker on the bottom and spell JACK correctly. Now tell the spectator that he has had so much trouble with the Joker that you want him to spell it and get it out of the way. He spells JOKER and turns it up. You take it. Tell him that as the Joker is out of the way he will be able to spell the Queen without any trouble. He spells QUEEN correctly. As there would be no sense in spelling the King with only one card in his hand you ask him just to show the card. He does so but again he has the Joker and you show the K in your hand. While he was occupied in spelling Queen you simply changed the Joker he handed to you for the K which you had in your pocket. Chapter Contents The Jo ke r Spe lle r To m Se lle r ARRANGE ten cards of mixed suits thus: 3, 5, At 7, 9, 2, Joker, 8, 6, 4. Take the packet face down and spell in usual way ACE and turn the A on the last letter; spell TWO and turn the 2 on the last letter; spell THREE in the same way. Hand the packet to a spectator to try; he spells FOUR and turns the Joker. Take the pack, replace the Joker on top and spell FOUR and turn the 4. Spectator spells FIVE and gets Joker. Take the pack, replace Joker on top and spell FIVE and turn it up. Spectator tries to spell SIX and again gets the Joker. You spell SIX and follow with SEVEN correctly. Spectator tries EIGHT and once more the Joker appears. You spell EIGHT and it turns up. Spectator tries to spell NINE and gets the Joker-you spell it correctly. Hand the last remaining card to the spectator saying, 'That's just your little joke.' Note that every time the Joker turns up it must be replaced on the top. Chapter Contents Sure Win n e r Spe llin g Be e EFFECT. The magician takes eleven cards, A to J inclusive, and holds them face down. He slaps the packet twice and turns up the top card, it is an A. He puts the next card under the others. He turns up the new top card, it is the deuce. Proceeding in the same way, one card dealt face up, the next one placed under the others, the cards come out in order from A to J. Picking up the packet the magician slaps it once and repeats the same deal, but this time only the odd cards come out in rotation. Again he deals as before but without slapping the packet and the cards come out hopelessly mixed. He hands the packet to a spectator and he deals them in the same way but again they are mixed up. Taking the packet once more the magician slaps it twice and deals them as before, one out and one under, and the cards come out in proper rotation from A to J. SECRET. The eleven cards must be arranged thus: A, 9, 2, 7, 3, J, 4, 8, 5, 10, 6. Following the system of dealing one card and placing the next on the bottom this rotation brings the cards out in order, A to J and after three repetitions they are automatically brought back to their original order. Instead of the slap any mystic incantation may be used. The cards should be placed in order secretly at the top of the pack and a false cut made so that they appear to be taken at random. Chapter Contents Fra nk Squire s ' Spe lle r Lloyd Jo n e s , contribu to r THE following fifteen cards: 3,4,9, 10, J, K, of Spades and Diamonds. the Q and 8 of Hearts and the 7 of Clubs, in any order, are placed in the middle of the pack. One of them is forced, a very simple matter. The selected card has then to be returned to the pack so that it will be the twenty-first card down. A short card may be used to ensure this or a count made as the cards are spread for selection and a break held below the twentieth card. False shuffling before and after will add to the effect. The card having been returned to the required position, twenty- first, place the pack, well squared, on the table and announce that instead of finding the card you will let it find itself. Ask the following questions, 'Red or black card?' 'What suit?' 'High or low?' 'Odd or even?' 'and the card?' The answer to each question is spelt out, the selected card turning up on the last letter of the last question. For example: suppose the JD, is selected Q. 'Red or black?' A. 'Red.' (Three cards dealt off.) Q. 'What suit?' A. 'Diamond.' (Seven cards.) Q. 'Odd or even?' A. 'Odd.' (Three cards.) Q. 'High or low?' A. 'High.' (Four cards.) Q. 'And the card?' A. 'Jack.' (Four cards.) And the Jack turns up accordingly. Note that no 's' is used in any of the suits spelled. The effect can be repeated by forcing selection from the part of the set-up not disturbed. Chapter Contents Gw ynne 's Spe lle r THE pack is arranged with the four A's on the top, followed by the four 2's, then the four 3's, and so on up to the four K's. Remarking that people often wonder why cards are called Ace, King, Jack, etc., performer deals cards as he spells ACE, a card for each letter turning up an A on the 'E'. Continuing in the same way he spells TWO and turns a 2. All the cards are spelt out the same way to the last card of the pack, which turns up on the 'G' in the word KING. Chapter Contents Spe ll I t Yo urs e lf Anne m ann TWO packs with same backs are required. From one take two sets of six cards as follows: No. 1 AC, 6H, AS, 8S, 9D, QD; No. 2- 10C, AS, KH, 7S, 41), 8D. Note that the names of the cards in each set spell with from ten to fifteen cards in order. Now place these twelve cards alternately in the pack so that they lie at even numbers from two to twenty-four. Put the pack on the table. Remember that any card from two to twelve belongs to set No. 1, and from fourteen to twenty-four to set No. 2. Call this pack 'A'. Pack 'B' is set with the same cards in the same order on top, then place any nine cards on top of them. It follows that any card of set No. 1 will spell out from the top of the pack, but to spell any cards of set No. 2 six cards must be cut to the bottom. This pack is placed in the left coat pocket on its side. To do the trick; you say you will have a card selected by a spectator and that you, yourself, will take no part in the test. Hand the pack to someone and ask him to call the first number he thinks of up to twenty-five. If he names an even number tell him to count down to that number and look at that card, but if he chooses an odd number he is to deal off that number of cards and note the next one. Turn your back while he does this. You know that if the number is twelve or less his card is in set No. 1, if over twelve it is in set No. 2. Tell the spectator to put the card back in the pack and shuffle it. Turning to him you take the pack, stressing the fact that the card has been chosen by absolute chance, that no one but himself knows the card and not even he knows where it is in the pack. You tell him he is to put the pack in his pocket, then for the first time name his card and spell it out taking one card from his pocket for each letter in its name. To illustrate what he is to do, drop the pack in your left coat pocket standing it upright so that the cards cannot become mixed with those of the other pack. You name any card, say the 4S, and bring out six cards one at a time as you spell FOUR OF -taking them from the top of pack 'B'. Holding these six cards in your right hand, bring out pack 'B' with your left hand. Now if the chosen card stood at twelve or under in pack 'A', replace these six cards on top and hand the pack to the spectator. If, however, the card was in the second set, that is, a number over twelve, put the six cards on the bottom of the pack. The spectator puts the pack in his pocket and now for the first time he names his card. Build up the effect by stressing the fact that no one else knew what card he had in mind, that he shuffled the pack himself and that no one can possibly tamper with the cards since they are in his possession. He proceeds to spell the name of his card, bringing out a card for each letter and on the last letter produces his very card. If the change of packs is carried through in an offhand and natural way, without fumbling, the trick is one of the most effective of all spelling tricks. Chapter Contents Se lle r's Spe lle r Ide a To m Se lle r EFFECT. Pack is shuffled freely by spectators and returned. Any card is called for, magician places the pack in his pocket and proceeds to spell out the name of the card asked for. The last card he produces proves to be the correct card. SECRET. A duplicate pack of cards. This pack is divided into four packets, one complete suit in each packet, the cards in each packet running from A to K. These four packets are placed, beforehand, one in each of four pockets, for instance, the two outside coat pockets and the two trousers pockets. All you have to do when a card is called for is to place the pack in the pocket in which the corresponding suit of the duplicate pack lies. It is an easy matter to find the required card from the pre-arranged set, at the last letter of the spelling. The placing of the pack in a pocket should be done as if from an afterthought to make the trick even more difficult. Chapter Contents Inco m pre he ndo Spe lle r Jorda n S e t-Up, One - Way Ca rd EFFECT. Spectator selects a card and returns it to the pack. Spelling name of his card and dealing from the top a card for each letter, he turns up card on last letter, it is his card. SECRET. The pack has a one-way pattern. Divide pack in half and at bottom of one half put the 2, 3, 7, 8, Q of H and S and the A, 6, 10 of D, in any order but with patterns all the same way. At the bottom of the other packet put the 4, 5, 9, J, K, of H and S, in any order, patterns the same way. Place the packets together, patterns of set-up cards all the same way and bridge them. To present the trick: Cut at the bridge, riffle shuffle once, turning one packet so that its cards lie in the opposite direction to the cards of the other. Shuffle as evenly as possible so that all the arranged cards will lie at the bottom after the riffle shuffle. Cut about twelve cards from the top and put at bottom. Fan the cards for selection of one and secretly hold a break at the twelfth card. Spread the middle cards so that spectator is sure to get one of the set-up cards and note, as he takes it, which way the pattern lies so that you know to which group it belongs. If it is one of the group containing Diamonds it will spell with thirteen letters, so you cut at the break, have the card replaced there and drop the twelve cards on top; if from the other group it spells with twelve letters, so you release one card from above the break and cut only eleven cards. Spell DEUCE, THREE, JACK, not Two, Trey, Knave. Chapter Contents Pe rfe ct Spe lling Trick THE pack used consists of four sets of thirteen duplicate cards, that is, the name cards in the same order thus: 3H, 8S, 6D, QS, 7S, AD, 8H, 10D, 7H, QD, QH, 3S, 2H. Each of these cards spells with thirteen letters (spell 2H, 'deuce'; but 2D, 'two'). When a card is drawn by a spectator, cut at that point, and put the lower heap on the top of the pack. When the card has been noted and is returned to the pack, be careful it goes in at a point more than thirteen cards from the top. Since the cut has placed a duplicate of the card drawn exactly thirteen cards from the top, the spelling must bring it out on the last letter. When spelling the card deal the cards face up which not only shows that all the cards are different but keeps them in correct order. By running through the pack and finding the card that was actually chosen and putting it on top of the pack, the trick can be repeated ad lib. The card will be very easily found since it is out of the regular order. Chapter Contents Ca rd S pe lling 'De Luxe ' Fa ke d Pac k EFFECT. The performer fans the pack showing the cards to be all different. After having the pack cut several times, a spectator is requested to cut the cards wherever he pleases; while the magician's back is turned, remove the top card, note what it is, insert that card in the middle of the pack and then place the whole pack in the outside pocket of his coat. This done, performer turns and tells the spectator he will remove cards one by one from spectator's pocket. Simultaneously, the spectator is to spell his card mentally, one letter for each card mentally, one letter for each card so taken, and to think of the word 'Stop', when the last letter is reached. After removing a number of cards from the pocket, performer suddenly says, 'You have just thought of the word "Stop," and the card I am now holding is the very card you are thinking of.' Spectator names the card and the performer displays the card he holds-it is that very one. SECRET. The pack consists of four sets of duplicate cards, twelve cards in each set. The cards are: SS, KH, QC, 9H, AS, 8C, 3C, QH, 9S, 4H, JH, KH. Now, regardless of where the spectator cuts the pack, if he looks at the top card and replaces it in the middle of the pack, the twelfth card from the top will always be a duplicate of the one at which he looked. Any card he may look at will have exactly twelve letters in its name, therefore all the performer has to do is to stop at the twelfth card, the astounding result follows. Chapter Contents Lazybo ne s PUT a short card on the bottom of the pack and below it any other card, say for instance, the 2C. Under this again put enough cards to spell its name minus one letter and including 'of,' this is to say, nine cards. After a riffle shuffle by which it is easy to leave these cards undisturbed at the bottom, have a card freely selected from amongst those above. When the card has been noted have it replaced by making an undercut, thus bringing the pre-arranged cards just above it. False shuffle and false cut, then force the card below the short card, i.e. the 2C. Hold a break and have this card replaced in the same place. False shuffle again and then cut at the short card thus bringing it and the stock to the top of the pack. Turn the top card face up to show that it is not either of the chosen cards. Leaving it face up on the pack, make a double lift, getting the 2C secretly below this card. Hold the two as one in the same position and with the left hand turn the pack over on them to show the bottom card also is an indifferent one. The 2C will now be reversed below the rest of the pack. Cut the pack bringing this card to the middle and turn the pack face down. Hand the pack to the spectator who drew the 2C. He runs through the pack and finds his card face up. Tell him to cut the pack at that card and place the cut aside together with the 2C and spell its name: TWO OF CLUBS, dealing one card for each letter. When he arrives at the 'S' have the chooser of the first card name it. The card is turned up, it is correct. Chapter Contents Think o f a Ca rd Anne m ann Se t-Up a nd Sh o rt EFFECT. From a long row of cards spread on the table, spectator merely thinks of one. Pack is assembled and cut, spectator spells name of his card, dealing one card for each letter and turns up his card on the last letter. SECRET. Eighteen cards on the top of the pack are arranged in three sets of six thus: AC, 5C, 5H, 7S, 9D, 3D; 2C, 6H, 4S, 8S, 4D, 8D; 10C, 10H, QC, 10D, JD, QD. Each group is composed of cards which spell out with ten, eleven, twelve, thirteen, fourteen and fifteen letters. Note that the first group contains only odd cards, the second only even cards, and the third has cards of value ten or over. The ninth card from the bottom is a short. Begin by laying out the cards in a row from left to right, each card overlapping about half an inch. Eighteen cards will make a long row, so stop at that point and ask a spectator to mentally select one card. Gather up the cards and replace them on the rest of the pack, false shuffle, then cut at the short thus bringing nine cards on top of the setup. Have the card named and you at once know to which group it belongs. If in the first, hand the pack to the spectator to spell his card, which will turn up on the last letter. If it is in the second group you must illustrate what the spectator has to do by spelling out, say, FIVE OF and stop on the sixth card, asking if he understands. Drop the pack on these six cards and hand all to the spectator. If, however, the card is in the third group twelve cards must be dealt off in the demonstration and the rest dropped on them before spectator begins to spell his card. This is a subtler method than dealing the cards in three groups of six. Chapter Contents The Spe llin g Be e Ca nn e l-Ke y Card EFFECT. From a thoroughly shuffled pack, three spectators each choose freely any four cards. Each of them mentally selects one card. Performer, going to one of them and cutting the pack, says, 'Please put your card here,' and he holds out the lower portion of the pack. 'Now drop your other cards on top of it,' he adds. He then openly drops the rest of the pack on top of these. He goes through the same procedure with the other two persons and then shuffles the pack. Asking the last person who replaced his card to name the one he thought of, suppose it is the 6S, the performer spells SIX, taking off a card for each letter and turns the next, it is the 6S. He does the same with the other two. The value only is spelt, the suits are ignored. SECRET. A key card is required, a short, a long or any kind of key card you prefer. When the first spectator replaces his card you have cut the pack including the key card. Drop the cut on top openly and square up. Go to the second person, again cut at and include the key card and have his four cards replaced, thus bringing them on top of the other four. Do the same with the third person. Finally cut at the key as before and shuffle the cards in the right hand on the face of the lower packet, thus bringing the three sets of four cards to the top of the pack. Begin with the third person and ask him to name his card; if it is an A, 2, 6, or 10, spell and take off three cards turning up the fourth; if it is the 4, 5, 9, J, or K, turn the fourth card; if it is a 3, 7, 8, or Q, pull the fourth card back on the pack with the left thumb, take it off again and show it as the fifth card. Hold this card in your hand as you ask the next person to name his card-if it is a three- or four-letter card drop it with the others on the table, but if it happens to be a five-letter card put it back on top, making the spelling correct. Do the same for the remaining card. Chapter Contents [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] The Encyclo pe dia o f Ca rd Tricks [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] Chapte r II I ~ Yo u -Do -as -I-Do Ca rd My s te rie s ~ Co nte n ts Another Do As I Do Another Marvelous Coincidence Backs Up Card Sympathy, A Close Work Discovery, A Coincidence Coincidence (Different from above Coincidence Again Do As I Do In The Dark Domination of Thought Follow Me Follow Me (Different from above) Follow-Up Effect, A Identical Thought Lloyd's Dr. Jekyll & Mr. Hyde Mental Coincidence Paradox Of Pairs Peculiar Coincidence, A Strange Coincidence, A Sympathetic Sympathy Synthetic Sympathy Two Souls with a Single Thought Variation Of The Above, A You Do As I Do A Pe culia r Co incide nce YOU have two packs of cards, which may be borrowed, the only condition required is that they are complete packs. With a spectator opposite to you let him choose one pack and shuffle it while you shuffle the other. Put your pack down, take his pack with your thumb on the bottom, fingers on top, in one hand, while with the other hand you take hold of his right hand and place it palm upwards. Place the pack face down on his hand. In directing his attention to the position of his hand you have tilted his pack very slightly and glimpsed the bottom card which you remember. On this the whole trick depends. Instruct him to take a card from the middle of his pack, note what it is and put it on the top of his pack. Then to reach over, take a card from your pack and place it face down on your left hand. You look at this card and murmur 'Quite a coincidence.' Lay the card on top of your pack. Tell the spectator to do exactly as you do. Cut your pack and complete the cut. He does the same. Cut again. He also cuts. Square your cards very carefully: he does the same. Hand your pack to him and he takes yours. Tell him to find his card while you find yours and both cards are placed face down on the table. He names his card and turns it over, you turn yours, the cards are the same. 'Quite a coincidence,' you remark again. When the spectator cut his pack the bottom card which you had previously noted was brought on top of the card he chose. All you have to do is, after changing packs, to find the key card and put out the card that follows it. As in all the versions of the trick it depends on the fact that the mind 74 cannot think of two things at once while executing a manual operation which requires the use of the eyes and the mind. Chapter Contents Yo u Do As I Do IN THIS version the two packs are shuffled and exchanged, then both are again shuffled and exchanged but before handing over your pack you sight the top card. The best way to do this is to sight the bottom card when taking the pack from the spectator then with an overhand shuffle bring that card to the top. In this way there is no movement of any kind to arouse any suspicion in the spectator's mind as the cards are exchanged the second time. Spread your pack on the table, the spectator does the same. Take out a card from your spread look at it and put it on the top. He does the same. Square your pack and cut it and he follows suit. Change packs once more, tell the spectator to take out his card while you take out yours. Really you take no notice of the card you drew, but simply remove the card above the card you sighted on the top of his pack. The two cards are turned and prove to be the same. Throughout the trick lay great stress on having the spectator work in exact unison with you as if everything depended on that. Chapter Contents Ide n tical Tho ug h t IN THIS variation when exchanging the packs for the second time you note the bottom card of the spectator's pack. Both packs are placed face down on the table and each pack is cut into two portions. The top card of the lower portion is taken and noted, placed on top of the original upper half and the lower portion put on it, burying the card in the middle. The packs are squared and again exchanged. The spectator finds his card in your pack, you find the card below your key card. They are the same. The same idea of working in unison is carried through. Chapter Contents Tw o So uls w ith a Sing le Tho ug ht THIS is probably the first version that was brought out for sale. The two packs used were shuffled and exchanged, the performer sighted the bottom card of his pack as he handed it over. Both packs were then spread, a card taken from each pack and noted and held while the packs were squared up. The cards were then placed on the top and the packs cut once, squared and exchanged. The cards were then found, the performer taking out the card just below the card he sighted. The cards prove to be the same in suit and value. Chapter Contents Fo llo w Me THE only point of difference in this version is the method of having the card chosen. After the usual shuffling and exchange of packs the spectator is told to deal cards face down and stop at any card he pleases. The performer follows suit and stops at the same time. The two cards are then dealt with in the same ways as in the other methods. Some other small variations may be noted such as presenting the effect more as a game than a trick, the spectator being told to see if he can keep up with the performer and do everything he does in the same way and at the same time. The final effect of the two cards being the same comes as a surprising climax. Again after the two cards are found and removed performer and spectator stand back to back, insert their cards face up in their packs and exchange the packs once more. The packs are then spread and the cards that are reversed are seen to be the same. By this time the packs have been handed back and forth to such an extent that it is impossible for the spectator to retrace the successive steps. Chapter Contents A Clo s e Wo rk Dis co ve ry Va ria tio n by Fa re lli AFTER the usual exchange and shuffling of the packs in the course of which the performer has sighted the top card of the spectator's pack, the spectator is instructed to draw out a small packet of cards from the middle of his pack and note the bottom card of the packet, then put the packet on top of the pack, thus putting the card he notes on top of the key card. The performer also draws out a packet and pretends to note a card, then drops the packet on his pack. Both packs are cut several times and the packs are exchanged. The cards are found and put on the top of the respective packs. Making a double lift the performer shows an indifferent card as being the top card of his pack, then replaces it. He asks the spectator to put his card from the top of his pack face down on his right hand. Then taking his top card he touches the spectator's card with it. The cards are then turned face up. They are the same. It is open to question whether the introduction of this change does not tend to destroy the logical sequence of the effect. Chapter Contents A Fo llo w -Up Effe ct WHEN the packs are exchanged for the last time note the bottom card as well. When you look for the spectator's card you first find the duplicate for the bottom card that you sighted and put it at the bottom of the pack. Therefore at the conclusion of the trick the bottom cards of both packs are the same. Continue by cutting about half your pack, the spectator doing the same. You count the cards in the lower portion of the pack, the spectator does the same and whatever the numbers you say that they are favorable. You each put out the top cards of the packets. They are turned up and prove to be the same. Chapter Contents Co incide nce Do na ld Ho lm e s THE principle on which this method is based is entirely different. It is this-if you place a card face down on a stemmed goblet on a fairly high table a little distance away from your audience the card is quite invisible. Of course the spectators must be on one level, from a balcony the card would be in full view. Two packs are used and from each the same card, say the AS, is removed, each being placed face down on a goblet, one on each side of a table. The packs are shuffled by the spectators and packets are freely cut, one from each pack, and placed face down on the goblets. After a little talk about the marvels sometimes wrought by coincidence, the performer lifts the two packets one in each hand and holds them with the faces to the audience. The bottom cards are the same, each spectator having apparently cut at the AS or whatever card has been chosen for the effect. Chapter Contents Llo yd's Dr. Je kyll & Mr. Hyde EFFECT. A card selected by spectator while pack is in his own hands, placed in performer's pack and card selected by performer from his pack, placed in spectator's pack. These two unknown selected cards turn out to be the same card. Unprepared packs. REQUIREMENTS . Two ordinary packs, same size, white border; one Red-back pack and one Blue-back pack. SECRET. Hand one pack to spectator. Before handing it to him, palm off any card. This could be in the lower waistcoat pocket or in the act of handing him the pack retain one of his cards on the bottom of the pack you hold. Now have him fan his pack, you fanning yours at the same time. Back up, being careful not to expose the bottom card. Now ask him to thoroughly shuffle his pack while you shuffle yours. Execute the overhand shuffle with the face of your cards toward the spectator. First in overhand shuffle draw off his card you have retained to the back of pack, and remember this card, still executing overhand shuffle, until you reach the same card in your own pack, which is a duplicate of his card. When you reach it stop the shuffle, leaving this card on the bottom. Now draw off this card singly to the back picking up rest of the pack, shuffle off leaving his card again on the bottom. You should now have his card on the bottom and the same card from your pack on top. Now ask the spectator to remove any card from his pack which he is holding. Be sure spectator does not see face of this card. Lift or cut your pack about the center and have spectator place any card from his pack at the point you have cut. In placing upper half of pack on his card, execute the slip or draw the top card of pack off on top of card he has just placed into your pack. Insert little finger on top of this card, placing the two halves together, you are now ready to execute the two-hand pass. Remark to the spectator while you execute the pass, to cut his pack about the center. This acts as good misdirection for the pass. The two-hand pass automatically brings bottom card to center and the one he just placed in pack second from top. Lift the two top cards as one, NOT EXPOSING FACE, and place in center of his pack. His card loses itself in his pack, leaving one opposite color card in each pack. Upon spectator removing your card from his pack and you removing his card from your pack they prove to be the same card. Both packs can now be examined as there is nothing wrong with them. Even the advanced card man cannot dope the method unless you give it to him. Chapter Contents A Variatio n Of The Abo ve TWO packs as usual, one red-backed, the other blue. Hold the backs outwards, just over the left hand and leave the top card of the red pack on the face of the blue pack. Hand the red pack to a spectator. Tell him to discard the Joker. You run over the faces of your cards to do the same and also to find the duplicate of the card just stolen, say it is the QH. Bring these two cards to the top, the blue-backed card above the red. Both packs are riffled several times and you tell the spectator to cut and place top half on the table. You cut and put the bottom half down. This is never noticed. Lift the two top cards of packet in your hand as one and drop the rest of the cards on top of the packet on the table. Spectator does the same. Take the top card at which the spectator cut and put it below the two cards in your hand. The order of these three cards (spectator only knows of two) is blue QH, red QH, indifferent red card. Pull the indifferent card back a little and pull out the red about half-way. With right hand place the projecting red card on the blue pack, then the other two cards, as one, on the red pack. Turning the cards crosswise on top of each pack and giving the packs one complete cut may be done for mystification purposes. Finally the cards are shown to be the same. Chapter Contents Ano th e r Do As I Do IN THIS version the performer shuffles both packs and notes secretly the top cards of each one, then puts them down on the table. A spectator is asked to choose mentally any three cards, then from these three to decide on one and concentrate his thoughts on that one card only. Performer says he will do the same. Next, the spectator is asked to select one of the packs, performer takes the other and he removes a card, any card, and puts it face down on the table as his card, the spectator doing the same really finding card thought of. The packs are put face down, each puts his card on top and then cuts the cards, packs are exchanged and the rest follows as in the other methods. The choice of a card by both thinking of one at the same time, is the point to be stressed in the patter. Chapter Contents Do As I Do I n Th e Dark EFFECT. Performer and spectator each shuffle a pack of cards in the dark. Performer selects a card from the spectator's pack and vice versa. The cards are laid on the table beside the packs. The lights are put on and the cards are found to be identical. METHOD. In his pocket the performer has a forcing pack to match the two packs to be used openly. When the lights are turned off he changes 79 the pack in his bands for the forcing pack and it is from this pack that the spectator draws a card. He then exchanges the card he draws from the spectator's pack for a card from the forcing pack, slips this pack into his pocket and takes out the ordinary pack. When the lights go on again all there is to be seen is the two ordinary packs and the two similar cards. Chapter Contents Do m in a tio n o f Th o u g h t S. H. Sharpe THIS presentation of the 'Do' As 'I' Do trick appeared in the book Conjured Up, and was included in the Gravatt Encyclopedia. It is not only the best presentation of the trick but makes it one of the best in the whole range of intimate magic. 'An experiment called "Domination of Thought". I say experiment because conjuring of this nature is never infallible. It depends on psychological workings and 1 cannot be sure beforehand how your mind will react to the suggestions 1 put out. Do you think it is possible for me to influence your mind so that you will think just as I wish you to think, without your being conscious of the fact? Well, though everyone thinks he is free to guide his own thoughts, there are times when one mind can secretly control another. 1 shall try to prove the truth of this statement by compelling your thoughts to run in the same channel as minewhich can be done under favourable conditions. You doubt my words? You think 1 exaggerate ? To convince you I shall furnish three witnesses. Here are two packs of cards. Now in order to get our minds perfectly attuned will you please go through the exactly same motions as I do ? 'First we both mix the cards we hold by the same kind of shuffle. Now we exchange packs so that I hold the pack you shuffled and you hold the pack I shuffled. Again we shuffle-and exchange packs. Next we fan our cards and remove one, any one-but first please look steadily in my eyes for a moment. Ready. Remember your card and place it face down on the table. Now square up your cards and put the chosen one on top of the pack, just as I do with the card I have chosen. Then we each cut our packs to bring the chosen cards to the middle and exchange packs once more. 'Now will you please remove the card you thought of and place it face down on the table with the card I thought of as I do? 'We have each gone through the same actions which included thinking of one card. You think you had a free choice. I am sorry to contradict you. You were compelled by the influence of my mind over yours to 80 think of exactly the same card that I myself was thinking of and which 1 have placed on the table opposite yours. 'Please do not alter the card in your mind because those two cards on the table are so to speak, two subpoenaed witnesses to your choice. But three are more convincing than two, so I shall provide a third-in black and white this time. (Write card on slip, fold it and put it between the two cards.) For the first time will you name the card you thought of? Please turn up your card as the first witness. Here is my thought, the second witness-turn your card. Finally we will call the third witness. Will you please read aloud what 1 wrote on the slip? So you see three witnesses prove the truth of my statement that a conjurer can sometimes control other people's thoughts.' On the second exchange of packs note the bottom card of the pack, this is the key card, the rest follows. Chapter Contents A Stra n g e Co incide nce TWO packs as usual, one red-backed the other blue, but one pack, let us say the blue one, is prearranged in any order you may be familiar with. Spectator is given a choice of packs but must get the red one, which he is invited to shuffle thoroughly as you false shuffle the blue pack. As usual the 'Do As 1 Do' formula is carried out, each performing the same actions at the same time. The packs are put down and several complete cuts made, then the top cards are taken off, held face down and not looked at, the packs turned face up and the face-down cards thrust in a little below the middle. When the spectator turned his pack face up the bottom card gives you the name of the card he holds and is about to put in the pack reversed, remember this. The packs are again cut and again you note the face card which indicates what the top card of the pack is. Tell the spectator to take his pack face down, turn his back, take off the top card, note what it is and then thrust it into the pack face up and you say you will do the same. What you really do is to run rapidly through the pack, find the two cards corresponding to those reversed by the spectator and reverse them in different places in the pack, and turn the indifferent card that you reversed right side up. This done you both turn around. The packs are spread face up on the table and in each two cards are seen to be reversed. They are pushed out and turned over. Each pair is the same. Chapter Contents Co incide nce Ag a in A PREPARED card is required. It is very simply made, being merely the gluing of an inch square of tin-foil to the upper left-hand corner of the face of the Joker. Foil which will visibly reflect the index of a card can be obtained at any art store. Two packs are used, the one with the prepared Joker in it is handed to the spectator to shuffle. There is no risk in this as you take the pack back after the shuffle and hand him the other, this he shuffles also. You shuffle your pack each time as well. Invite the spectator to mentally select a card. Tell him he can think of as many cards as he likes but to finally settle on one and stick to it. Tell him to find his card and put it on the bottom of his pack, carefully keeping the back of the pack towards you. Fan your pack and have the reflector card at about the center and fully exposed. Hold the fan with the thumb and first finger leaving the other three fingers free. Tell the spectator to concentrate on the color first, then the suit and under pretence of having him hold his pack a little higher, reach out with your right hand, grasp his wrist with the three fingers and raise it a little. Your fanned pack is thus brought directly opposite to his and the bottom card of his pack is reflected in the faked card. The whole action takes only a moment or two and done casually excites no suspicion. Knowing the spectator's card you can find the same card in your pack and finish the trick as you please. Chapter Contents Sym pathe tic Sym pathy C. T. Jo rda n, 1 9 2 0 ONE of the earliest versions of the effect. Two packs, red-backed and blue-backed are used, they may be borrowed since no preparation is necessary, also an opaque envelope. Show the packs face up one in each hand. Call attention to the envelope and in order to pick it up put the pack in your right hand with the other in your left, face up, on top. Hand the envelope to a spectator to examine. Take the pack back in your right hand, suppose it is the blue-backed one, allowing the top card to remain on the bottom of the other red-backed pack, the left hand at once turning that pack face down. Hand the blue pack to the spectator, take back the envelope and put it down in front of you. Fan your pack with the faces towards you, find the duplicate of the stolen blue card, put it behind the blue one and put both on top of the pack. Invite the spectator to cut his pack and you cut yours, really you make the first part of the pass, pulling out the bottom portion of the pack and dropping it on the table. Lift off the two top cards, the duplicate red and blue cards, as one, and slip them into the envelope. Take off the top card of the lower part of the spectator's cut, and put it also in the envelope, not showing its face. Slide it to the opposite end of the envelope, take out the duplicates and show them. You can repeat the trick ad lib. by noting the index of the card that remains in the envelope. Finally place the blue pack in the envelope and hand both to spectator to examine, everything is thus left clean. Chapter Contents Synthe tic Sym pa th y THE red-backed and blue- backed packs used in this feat may be borrowed, no preparation or set-up being necessary. Hand out the packs to be shuffled Take one pack face up in the left hand, the other in the right hand, thumb and fingers at the ends, backs outwards. Tap the side of the pack in the right hand on the face card of the other and with the left fingers pull off the face card of the right- hand pack, covering the move with a slight turn to the right and turning the left-hand pack face down. Ask which pack shall be used and interpret the choice to suit your purpose, that is, to spread the right-hand pack face down on the table. Say that you will take one card from your pack, fan the cards facing towards yourself without exposing the back of the card just stolen which is on the face. Find the duplicate of this card, slide out all the cards between the two and place them on top of the pack. The two cards now at the bottom are first, the card from the other pack, second, its duplicate from your pack. Push the two upward an inch as one card, turn the left hand over bringing the cards face down, take the two as one by the sides between the right fingers and thumb, forefinger on the back, little finger at the inner end. Keep the back to the front. Have a spectator push out towards you any one of the other face- down cards. Pick it up without showing its face, put it on the back of the two cards in your right hand, not square but so that about half an inch of the back of the top one of the two shows. Take the protruding ends of these two cards between the finger and thumb of the left hand, push the lower card back against the right little finger and draw the upper card out, leaving the other two cards squared together as one, show the faces of both cards, they are the same. Drop the single card face up on its pack. With the two other cards held as one, slide them under the cards spread out on the table, scoop them all up together, square the pack and put it face up alongside the other. The two face cards match and both packs may be examined freely. Chapter Contents Ba cks Up TWO packs, red-backed and blue-backed, but in this case both have to be prepared beforehand. Remove the court cards from the red pack, mix them, note the bottom one, say it is the JS, put them at the bottom of the pack with a couple of spot cards below them, all the other spot cards will thus be above the court cards. In the blue pack reverse the JS and place it second from the top. Put both packs in their cases. Introduce the two packs and have one chosen. If blue is named, take it and carry on. If red, toss it to the spectator to hold. In either case take the blue pack from its case. Riffle shuffle it being careful to let the two top cards snap down as one so that the red back is not exposed, cut the pack to bring it to the middle, put a rubber band round, crossing it round the pack sideways and lengthways and toss it to another spectator to put in his pocket. Ask the first spectator to take the red cards from their case and riffle shuffle them, then turn the cards face up and remove the first court card, reverse it and replace it in the middle. This done tell him to put the pack face down on the table. Now instruct the second spectator to take out the blue pack, take off the rubber band and put the pack also face down on the table. Build up the effect, the red pack has been shuffled by one man and a court card freely selected without your touching the cards and then reversed, the blue pack being at the time in another spectator's pocket, yet, you say, the sympathy between the cards is such that whatever card was reversed in the red pack will be found reversed in the other. The two packs are spread out and in each the JS is revealed face up. The feat makes a good introduction for one of the 'Do As I Do'. Chapter Contents Me nta l Co incide n ce ANY two packs are used, we will refer to one as No. 1 pack, and the other as No. 2. Beforehand take from No. 1 pack any card, noting what it is and put it in your upper right waistcoat pocket just out of sight. From pack No. 2 take the same card and put it seventh from the bottom. To begin, hand pack No. 1 to a spectator to be thoroughly shuffled. Riffle shuffle pack No. 2 but without disturbing the bottom cards so that the seventh card from the bottom remains in the same position. Both packs are then spread on the table face downwards. Pick out the seventh card from the bottom of your pack and place it face inwards in the spectator's waistcoat pocket, pushing it right in. Ask the spectator to take a card from his pack and push it into your waistcoat pocket in the same way so that the faces of the cards are not seen by anyone. Pull up the card that was already in your waistcoat pocket so that about half its back is in sight. Tell the spectator to do the same with the card in his pocket. Gather the packs and lay them aside. Recapitulate what has been done and patter about mental sympathy, or what you will, to build up the effect. The cards are laid face down on the table, then turned face up, they are the same. Chapter Contents Co incide nce TWO packs are required, one red-backed the other blue. The red- backed pack is ordinary but the blue cards must be marked on the backs so that you can readily read them when face downwards, place the 10C on top, 10S on the bottom. In your breast pocket you have a card index with the cards from a duplicate red pack arranged in the usual way, but with two cards to each partition so that it takes up less room. Thus prepared, invite a spectator to come up to help you. Hand him the red pack to shuffle while you shuffle the blue pack without disturbing the top and bottom cards. This is easily done with a riffle shuffle. Exchange packs with him, put the red pack in your breast pocket while he puts the blue pack in his breast pocket. Note whether he puts the pack with its back outwards or inwards, so that you will know whether the 10C or the 10S is the outside card. Invite him to take out a card from his pack and hold it face down on his right hand. Tell him to take his time and pick out any card. You do not want him to bring out the outside card, as he would do if hurried. This done, step close to him as you ask if he is sure his choice has not been influenced in any way. This is in order to get an opportunity to read the back of the card in his hand. Step back again, put your hand in your breast pocket and take out the corresponding card from the index and hold it face down on your right hand. The cards are turned over, they are the same in suit and value. Offer to repeat the experiment but this time you take out a card first. You take from the index either the 10C or the 10S, whichever is the outside card of the pack in his pocket. Tell him to touch the back of your card with the tips of his fingers, then plunge his hand into his pocket and take out a card quickly. He will take the outside card almost infallibly. Show that the two correspond. If he brings out another card simply say he was not quick enough and bring out the correct card yourself. Chapter Contents Ano th e r Ma rve lo us Co incide nce TWO packs of cards are used. From No. 1 take any card, say the 10S and from the upper right-hand corner cut off a piece of such size that the missing part can be covered by the ball of the thumb. Put this card on top of the pack. From No. 2 pack take any indifferent card and put it face up on top of a goblet standing on a table that will be a little distance from the spectators. From the front this card will be unnoticeable. Put the 10S from this pack also on the top. Thus prepared, begin by handing pack No. 2 to a spectator, after having made several false shuffles and cuts. Tell him to hold the pack tightly while he mentally selects any number between one and fifty-two. When you turn your back he is to deal cards to the number chosen, pick up the cards dealt and replace them on the remainder of the pack. This done take the pack and put it face up on the goblet, i.e. on the card that lies on the mouth of the goblet. One card is thus added to the pack and it follows that the 10S the original top card will now be one card farther down in the pack than the number chosen and dealt by the spectator. Pick up pack No. 1 and shuffle it retaining the mutilated 10S on the top. Tell the spectator you will deal the cards one by one and ask him to call 'Stop' when you have dealt to the number he mentally selected. Apparently you deal fairly, really pull the cards one by one from under the missing corner of the top card, the 10S, which therefore, remains on the top. When the spectator calls 'Stop', pick up the 10S so that the thumb and finger hide the missing corner and hold it face down. Invite the spectator to take pack No. 2 from the goblet, deal cards face down to the number mentally selected and turn the next card. He does this and shows the 10S. You turn the card in your hand and show the 10S. Chapter Contents A Card S ym pathy ANY two packs may be used but they must both be set up in some regular order such as the Si Stebbins or 'Eight Kings, etc.', system. The packs are then replaced in their cases and put ready for use on the table. Allow a spectator to freely choose either pack, take out the cards and thoroughly shuffle them. Instruct him then to fan out the cards and you take one, pretending to note what it is, and return it to his pack, not letting him see what card it is, and again he is to shuffle his cards. Take the other pack from its case, make several false shuffles and cuts, then spread the cards and invite the spectator to make a free choice of one card. Separate the cards at the point from which he draws a card and hold the hands apart for a moment or two, then put the two packets together but put the right-hand cards under those in your left. A glance at the bottom card will indicate to you the name of the card the spectator has drawn. He replaces the card and you shuffle the pack. The packs are exchanged, instruct the spectator to take out the card he chose and put it face down on the table, while you do the same. You simply find the duplicate of his card which you know thanks to the system and put it out face down. The two cards are turned face up and they correspond in suit and value. Chapter Contents Pa ra do x Of Pa irs Dr. Jacob Dale y IN THIS version of 'You Do As I Do', only one pack is used and but a moment of preparation is needed, if it can be called that. Take any pack and note the two face cards as you hold them facing you. These should be preferably a red and a black card. Run through the pack and pass to the top or back of the pack the two cards of the same value and color. Thus, for example, the bottom and top cards might be the 4's of C's and S's, and the second card from top and bottom might be the 10's of H's and D's. Start by dovetail shuffling the pack so as to retain the top and bottom pairs in their respective places. Then place the pack on the table and ask the spectator to cut it into two piles. At this point you pick up each half and shuffle it overhand style and there is a bit of skullduggery in this that is far from being difficult. Pick up the top half first and overhand shuffle, running the two top cards one at a time and shuffling the rest on top. This puts them on bottom in reversed order. Shuffle once more but the fingers (of the hand holding the cards) against the face or bottom card, hold it there while the rest of the under portion is drawn away and shuffled off on top to the last card which is left on top, and this half of pack is replaced on the table. The other half is picked up and given only one shuffle. The fingers of hand holding the cards rest against the face of packet and retain the bottom card while the under portion of packet is drawn away and shuffled off on top to the last card. Replacing this half on the table. Both halves are now apparently well mixed. However, the top card of each packet (if arranged as described before) is a red ten, and the bottom card of each is a black four. Up to this moment everything has been perfectly above-board as the pack was genuinely shuffled to start, then cut by a spectator, and each half shuffled again. The spectator is asked to pick up a packet and you take the other. Each of you deal a card at a time into a face-down pile together until the spectator wishes to stop. Immediately you prove an unseen force at work by turning each packet face up on the table and showing two red 10's. Now you ask him to count the remainder of his cards on to the table singly in a pile and at the same time you do likewise. If he has the most, he is to place his top card (as pack stands now) face down on the table without looking at it. You turn over your top card (making a two-card turnover), show it, turn it over again with back up and deal it on table. Now he turns his card and it is a black 4. You look surprised and say that to be correct your card should also be a black 4. Turn your card over and it is seen to have changed to match his card. If you had the larger packet in the counting, you merely do your turnover first and lay the card out, asking him to turn over his after and finish the same. If both packets have the same number of cards you call attention to the fact that he cut them himself and that the two packets have a strange attraction for each other. Anyway you have him, the cards match and the number of cards in each pile only serves as the excuse for the counting to reverse the packets and make possible the last part of the trick. Chapter Contents Fo llo w Me Je a n Hug ard (Reprinted from the Jinx by kind pe rm ission of The o Annem ann the talented editor and proprietor.) MOST of the tricks along this line use only one spectator and the performer. Now it is possible to use two spectators for a double effect. Two ordinary packs are needed. The working will suffice to make clear the effect itself. Hand one pack to one person and have him shuffle. As he finishes this, hand the second pack to the other person to mix also. While he shuffles, take back the first pack and give it a further mixing while obviously waiting for the second person to finish. You note both the top and bottom cards of your pack. It is easy to merely note the bottom card, shuffle it overhand to the top and note the new bottom card. Now take the pack from the second person and place your 'keyed' pack in his hands. Ask the first person to cut off about half the pack and hold it. At this time, the two spectators each have half a pack and you have a full pack. You know the top card of the first person's cards and the bottom one of the second person's. Tell them to do exactly as you do. Look at the first person. Take a card from the center of your pack and look at it. He does the same. Put it on top and cut the pack. He does likewise. Now look at the second person and repeat the procedure. Now have them put the two halves together and cut once more. Take the pack from them and at the same time handing the first man your pack. Tell him to run through it and remove the card he looked at. He does so and hands the rest of the pack to the second person, he looks them over and removes his card too. You fan your pack and remark that at the same time you'll take out the two cards you picked by chance. Lay your pack aside and hold the two cards with the backs out. The first man turns his card so all can see. You turn one of your cards, it is the same. The second man turns his card. Your remaining card matches. Remembering the two key cards your task has been but a pleasure. When you run through the pack they have looked at and handled, you have only to remove the card to the left (or above) the known top card, which is that looked at by the first person, and the card to the right (or below) the known bottom card. This double bit of business will upset a few at least and make for a much better effect on the whole. Chapter Contents [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] The Encyclo pe dia o f Ca rd Tricks [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] Chapte r IV ~ Ca rd S ubtle tie s Utilizing Ke y Ca rds ~ Co nte n ts Card and Number, The Comedy Twin Card Prediction Count Down Mystery, A Couple Of Cards Get Together, A Demon's Detection Detected By Fingerprints Devilish Cards Double Prediction Face-Down Detection Impenetrable Stop Trick Indetecto Infallible Detection Master Mental Mystery Mental Vision Mephisto's Prediction Mystic Seven, The Nervous Card, The Nifty Key, The Phenomenal Thought Cards Quartette, The Sequel, The Think Of A Card Three Heaps, The Tone Control Up Your Sleeve A Co uple Of Ca rds Ge t To g e the r Anne m ann MAKE a key card by putting a pencil dot near the upper left corner and the lower right corner. The pack being fanned from left to right with either end outwards, face down, the dot can be seen instantly. When you fan the pack for the selection of a card note where the key card lies and, if necessary cut to bring it to the middle. The card having been noted, fan the pack and break it at the key card, the chosen card being replaced just below it. Close the fan and hand the pack to the spectator asking him to shuffle. Make a gesture with your hands indicating an overhand shuffle. After a short shuffle say, 'Thank you,' and take the pack from him. Fan the cards again, noting where' the key card lies, and have a second card chosen. If necessary, cut to bring the key to the middle. Fan the cards, break the pack at the key and have this second card replaced at that point, thus bringing it on top of the first selected card. Hand the pack to this second person to shuffle in the same way as before, taking it back after a short shuffle. Announce that you will attempt the extra ordinary feat of bringing the two cards together, riffle the pack, cut at the key card, sending it to the bottom, and lay the pack down. Have the cards named and turn the two top ones. Short overhand shuffles will rarely separate the cards, anyway the effect is well worth the risk of occasional failure. Chapter Contents Me nta l Vis io n Grav att HERE again the key card with pencil dot on top left and lower right corners is used. Let the Pack be thoroughly shuffled and four cards be freely drawn. Fan the pack to show the cards well mixed, spot the dotted card and split the pack so that the first card is returned under it. Cut the pack several times. Fan and locate the key card and divide the pack one card below it so that the first card returned is at the face of the portion you lift off for the return of the second, tilt this slightly as the second card is returned and so sight the first person's card. Cut the pack again, then locate the dotted card and have the third card replaced under it, cut several times and repeat the operation for the return of the last card. Put the pack to your forehead and slowly name the card you sighted, the first person's card. Run through the pack, faces towards yourself and remove this card, at the same time memorize the card in front of it, the second card, the one behind it, the third card, and the one behind that, the fourth card. Hand the pack to the second man to shuffle, telling him to concentrate his thoughts on his card: put the pack to your forehead and slowly name it. Do the same with the remaining cards. Chapter Contents Phe no m e na l Tho ug ht Ca rds BEFOREHAND take a spot card, a 7 for instance, and with a pin prick the card on the face just near the top index. This will raise a tiny lump on the back of the card which can be felt with the ball of the thumb as you deal the cards. Put this card seventh from the bottom of the pack. To present the trick, shuffle the cards as thoroughly as you are able without disturbing the bottom seven cards. It is easy to manage this with a riffle shuffle. Turn your back, put the cards behind you and have a card freely chosen from amongst those above the set card. Under cut about half the pack, have the card replaced and put the cut on top. Turn to the table, put the pack down and have a spectator cut it. Have your eyes covered with a blindfold and the pack handed to you. Deal the cards face downwards until you feel the little lump on the back of your key card, the 7. Put it aside face down, hand the pack to a spectator and tell him to turn over the card just put down. It is a 7. He deals cards to that number, finds his card is the seventh. Chapter Contents Inde te cto Bu ckle y-Ke y Ca rd an d Ca lcula tio n A FULL pack of fifty-two cards is required. Let the pack be freely shuffled: take it back and secretly press the outer index corner of the top card between the nail of the second finger and the ball of the thumb of the right hand. This will cause a slight lump on the back of the card, readily felt by the thumb in dealing. Lay the pack down, ask for a spectator to assist you, first by calling a number, then by dealing cards to that number face downwards on the table. This done tell him to select a card from those remaining in his hands, note what it is, place it face down on the heap of counted cards, shuffle the remainder and put them on top of all, finally to cut the assembled pack as often as he pleases, completing each cut. Next he is to take up the pack and deal two heaps, one card at a time face down alternately, putting the heap on which the last card was dealt on top of the other, square the pack and again cut the pack. You take the pack and deal slowly till you reach the marked card. you then at once announce the number at which the chosen card now lies. The calculations depend on the number of cards dealt by the spectator on top of which he placed his card. If it is an even number simply divide by two, thus twelve divided by two gives six, his card will lie six cards below the key card. If the number is odd, take the larger half and add to it twenty-six (half the number of cards in the pack), thus the larger half of seventeen is nine which added to twenty-six gives thirty-five, the card will lie at that number. Chapter Contents De te cte d By Fing e rprints IN TAKING back a pack which has been shuffled by a spectator, note and remember the bottom card. Turn your back and holding the pack behind you invite a spectator to make a free cut, then take off the card on the lower section, look at it and remember it. As he looks at it turn facing him and explain that you propose to find his card by the fingerprints he leaves on it. Meantime quietly slip the bottom card, your key card, to the top of the portion left in your hand after the cut. Turn your back again, spectator replaces his card and then the portion he cut off, and carefully squares the pack. If you care to, let him give a short overhand shuffle, there is small risk of the two cards being separated. Under pretense of looking for fingerprints, find the key card, the one above it is the selected card. Chapter Contents The Thre e He a ps RUN through any well-shuffled pack to remove the Joker and, as you do this, note and memorize the three top cards. Hand the pack to a spectator and tell him to deal three heaps face down. After he has dealt several rounds tell him he can deal irregularly, two on one heap, three on another and so on. The three key cards that you memorized have already been dealt and will be the bottom cards of the three heaps, which is all that matters to you. Three persons each take a card from a different pile and look at it, replacing it on the top of the respective heaps. Spectator puts the heaps in a pile and cuts. To discover the cards you have only to look for the key cards and take out the card just below each one. You can run through the pack and slip the selected cards to the top or bottom and then reveal each one in a different way. Chapter Contents Do u ble Pre dictio n Jorda n WRITE two numbers on a slip of paper, six and four for instance, fold the slip and give it to a spectator to hold. Pick up these cards and throw out the top one face up to be used as a locator. Invite a spectator to thrust it into the packet at any point he wishes and then note the card lying above it and the one below. Leaving the locator card in its position between the two noted cards, square the packet, push the top card forward, pull the second card back, the third forward, the fourth back, and so on in the usual way for separating a suit from the rest of the pack. Twist the packets apart, the right hand taking the forward packet and putting it on top of the other cards. Repeat the operation exactly. Spread the cards' faces towards the spectator and have him remove the locator card. Hold a division at that point, one of the cards is now five cards up and the other is five cards down, counting from the division. Your prediction reads six four so you must let one card drop from the upper portion on the lower and then cut at that point, putting the lower cards on top. The sixth card from the top will be one of the noted cards, the fourth from the bottom the other one. By dropping two cards the figures can be made seven, three. Chapter Contents Im pe ne tra ble Sto p Trick Jorda n WITH any complete pack a spectator, after shuffling it, selects a card by thrusting the Joker into it and noting the card that lies above it. He squares the pack and cuts it as often as he wishes, then deals the cards into the face of the card about half an inch diagonally from the outer index when his card arrives you call 'Stop', that card is turned over, it is his card. Take out the Joker and hand the pack to the spectator to shuffle. As he does this hold the Joker face up and press your thumb nail sharply into the face of the card about half an inch diagonally from the outer index corner, this makes two lumps on the back of the card instantly found by the ball of the left hand when you hold the cards in the usual position for dealing. When the spectator is satisfied the cards are well mixed, hand him the Joker, tell him to thrust it into the pack anywhere and note the card lying above it. The Joker is then pushed in completely in that position and he cuts the cards as often as he pleases, completing each cut. Now have him deal the cards into two face-down heaps and note the pile that receives the last card, that packet will consist of twenty-seven cards, the other will have twenty-six. Let him give you the heap containing the Joker, you deal the top card face down, he does the same from his heap and the dealing continues thus in unison. If he gave you the twenty-seven heap his card lies at the same depth as the Joker in yours, if you get the twenty-six heap it is one card lower. As you deal you instantly recognize the Joker as you come to it and you give the command 'Stop' as he takes his card to deal it. Chapter Contents Me phis to 's Pre dictio n Jorda n WRITE something on a piece of paper, fold it and hand it to a spectator. He shuffles his own or any complete pack, thrusts the Joker into it and notes the card below it, thrusting the Joker right in and squaring the cards into four facedown heaps, a card to each in succession. Assembling the heaps you fan the pack and have the spectator remove the Joker. He takes the pack and cuts where he pleases. Reading your prediction he counts down to the number written and finds his card there. Suppose you wrote 'Eleven'. When he has selected a card, as above, and has dealt the cards into four heaps, 1, 2, 3, 4, assemble the pack by placing No. 4 on No. 3, these two on No. 2, and the lot on No. 1. Now you know that if the Joker is in No. 2 or No. 3, the selected card will be thirteen cards above it: but if the Joker is in No. 1 or No. 4, it will be fourteen above it. As you fan the pack for the spectator to remove the Joker begin with the top card and count mentally. If the Joker is taken out at any number from fourteen to thirty-nine inclusive, break the pack there, the chosen card is thirteen cards above that point, but as your prediction was eleven you must slide two cards from the upper packet on to the lower and cut the pack there, thus bringing the card eleventh from the bottom. If, on the other hand, the Joker is taken out at any number from one to thirteen, or from forty to fifty-three inclusive, the card will be fourteen cards above and you must slide three cards from the upper to the lower packet and cut there. Put the pack down and let spectator cut and touch one heap: interpret this so that he gets the lower heap. Pretend that the heap must have a certain number of cards and have him count them. He thus reverses the order and brings his card to the number predicted. Any number up to twelve may be used for the prediction. Avoid thirteen as being too suggestive. Chapter Contents The Se que l Jorda n THIS trick follows after Mephisto's prediction. Use the same pack but discard the card chosen in that feat, leaving fifty-two cards. Have the pack shuffled and the Joker removed. Write a prediction, this time of two numbers. A spectator thrusts the Joker into the pack and notes the card above it and the card below. The same procedure follows as in the previous trick and the cards are found one in each packet at the numbers predicted. In this case the total of the two numbers you predict must be twenty-six. For instance you write eleven and fifteen. You have the Joker thrust into the shuffled pack and the cards above and below it noted. Proceed in exactly the same way as before, the cards being dealt into four heaps and reassembled in the same way. This time there being fifty-two cards (four times thirteen) the two chosen cards will lie thirteen cards above and thirteen cards below the Joker, therefore, when the Joker is removed and you put the portion of the pack that was below it to the top, one card will be thirteen cards from the top and the other thirteen cards up from the bottom. To bring them to the predicted positions you have merely to divide the pack a card or two above the point at which the Joker lay. In this case you would drop two cards from the upper part on to the lower one before dividing the pack. Under some pretext have the lower part of the spectator's cut counted, thus bringing his card to the lower of the two numbers predicted, eleven, and the other card is already at fifteen from the top. The spectator's cut makes no difference as long as it is somewhere near the middle. When the Joker is removed and you have dropped the card, or cards, from the upper portion to the lower, separate your hands for a few moments while you recount what has been done, nobody will notice then that in putting the packets together you transpose them. Chapter Contents A Co unt Do w n Mys te ry ANY pack is freely shuffled by a spectator and he is asked to think of any number from one to twenty-six. Take the pack and show the spectator what he is to do, while you turn your back or leave the room. He is to deal cards, you tell him, to the number thought of, look at and note the last card dealt, replace it on that pile, put the rest of the pack on top of it and then give the pack a complete cut. As you actually do all this, by way of illustration, you have ample opportunity to note and remember the top and bottom cards. Suppose, for example, the bottom card is the 10C and the top card is the 7S. You retire and he carries out the instructions. When you return, pick up the pack and run over the faces until you reach the 7S. Count that card as one and continue to count until you reach the 10C. Stop counting on the card before this one, that will give you the number he thought of and last card counted is the one he noted. It would be a very weak finish to merely announce your knowledge of the card and number right away. For instance you could hold a break at the card and after completing your run through the pack without apparent result, cut at the break, bringing the card to the top. Tell him you will deal cards one by one and at his number he is to think 'Stop'. Do this and stop accordingly. Put these cards on top and tell him to concentrate on his card and deal to his number. He does so and finds his card there. Chapter Contents The Ca rd a nd Num be r HAVE any pack shuffled by a spectator. Take it and cut off about a dozen cards, noting the bottom card of the packet as you do so. Put the remainder of the pack down. Run the cards off into your left hand, counting them and reversing their order, thus bringing the key card to the top of the packet. Spread the cards in a wide fan and invite a spectator to touch any one, lift the index and remember it. You note the number at which that card lies in the fan. Close the packet and drop it on the table, put the remainder of the pack on top and have the spectator make a complete cut. Deal the cards face up and when the key card appears, you have merely to count to the number noted to find the chosen card. When it falls make a mental note of it but continue the deal without hesitation. Later reveal it as you please. Chapter Contents To ne Co ntro l AFTER having a borrowed pack well shuffled take it back, riffle shuffle it, seizing the opportunity to sight the two bottom cards. Hand the pack to a spectator and have him deal the cards into four heaps a card at a time in rotation. The key card will be on top of piles numbers 3 and 4. Ask him to select two heaps, 1 and 2, or 3 and 4. If he takes 1 and 2 have him put the two packets together, shuffle the cards and select any one and put it on top of either heap 3 or 4, finally putting their heap on top burying the card. If he chooses 3 and 4, do exactly the same but say you will use those two heaps to receive his card. The chosen card having been buried in packets 3 and 4, let the spectator place the rest of the pack on top and make a complete cut. Turn your back and tell him to deal the cards face up calling their names as he does so. Warn him that no matter how careful he is you will detect his card by his voice when he names it. Since you know the key card immediately before it you have no difficulty in stopping him at his card. Chapter Contents The Mys tic Se ve n L. Wid do p THOROUGHLY shuffle any pack and, in handing it to a spectator, sight the bottom card by slightly tilting the pack which you hold with your thumb below it. Tell him how to divide the pack into seven packets. 'No need to deal,' you say, 'just cut the pack into seven heaps. From the earliest ages seven has been a mystic number. Now look at the top card of any heap and remember it. Replace it. To avoid all suspicion of any manipulation, I will place three heaps above it and three below it, making it safe from all interference.' Put the heap which has your key card at the bottom, on the selected card first, then the others above and below. If he looks at the top card of the key heap, let him replace it and then cut that packet once and assemble the others in any order he wishes. In any case the card you glimpsed lies on top of the chosen card. Have the pack cut and lay the cards face upwards in rows. Note the card that follows the key card. Turn away and tell the spectator to pick up his card and hold it, then to have another spectator gather the rest of the cards and put them in his pocket. Continue, 'Put your card face down on the table, place both hands on it and concentrate your thoughts on its name.' Turn round and slowly get the name in the usual way. Chapter Contents Ma s te r Me ntal Mys te ry ANY pack may be used: have it thoroughly shuffled by a spectator and in taking it back sight the bottom card. Put the pack on the table after secretly making a mark on the top card with your thumbnail. Instruct the spectators that after you leave the room some of them (any number) are to draw cards from the middle, look at them, put them on top and finally cut the pack ad lib. with complete cuts. This done you return, take the pack, run over the faces of the cards, note the previous bottom card and quietly cut it to the bottom, at the same time noting the card next below it which will be the fast of the selected cards to be replaced. Take off the top cards one by one, reversing their order, till you come to the card you marked with your nail and this gives you the number of cards chosen. Next miscall the first of these as being the card you noted next your key card. Note what it really is as you put it down, and miscall the next by its name and so on up to the last card. Chapter Contents Infa llible De te ctio n YOU must know the top card of the pack. A good way to do this and leave the spectator confident that you cannot know any card at all, is to glimpse the bottom card, then shuffle overhand and so bring the bottom card to the top. Hand the spectator the pack to shuffle. If he does a riffle shuffle nine times out of ten the top card will remain there, if not you can see how many cards fall on it. Tell him to think of any number from ten to forty, then when your back is turned, or you leave the room, he is to deal cards face down to the number thought of, look at the card, replace it on the pack and bury it by putting the cards dealt off on top of it. You return and, since his counting has reversed the order of the cards, your key card will lie next above his card. Run through the pack, find the key card and remove the card below it, putting it in your pocket. He runs through the cards, his card is missing, he names it and you bring it out of your pocket. If his riffle shuffle has added a card or two above your key card you make the necessary allowance for them. If he shuffles overhand you must sight the bottom card after the shuffle and when he counts to his number he must look at the top card of the pile dealt and drop the rest of the pack on top. Chapter Contents Fa ce -Do w n De te ctio n Lars e n ANY pack is thoroughly shuffled by a spectator. Take it back and under cover of a riffle shuffle sight the two top cards. Tell the spectator that after your back is turned he is to deal a row of cards face down, any number he pleases, look at and remember the last card at the right of the row; then he is to deal across the row again, one card at a time, as many times as he pleases and discard the remainder of the pack. He is to pick up starting with that on the right, dropping that on the next one to it, these two on the next and so on, finally cutting the complete packet. This done you turn and take the pack. To find the card deal the cards face up and watch for the first key card. When it falls begin counting the cards until the second one is dealt. Begin counting again with the next card and when you come to the same number you know that is the card. Chapter Contents De vilis h Ca rds FROM any pack, which has been well shuffled, let a spectator select and retain any three cards. Take back the remainder of the cards and quickly memorize the three top cards, false shuffle, keeping them in position. Deal the cards into three piles, a card at a time, until the spectator calls 'Stop', or you may allow him to deal, stopping when he pleases. Put the rest of the cards aside. Tell the spectator to mentally choose one of the three cards he selected, then place one of the three on top of each heap, cutting each heap, assembling them in any order and finally cutting the packet. Take the packet and cut off about one-third, spreading the cards face up on the table. Now say, 'Your card isn't amongst these, is it?' If the answer is 'No', you are ready to go on, but if the card is there you continue, 'If you are sure of that don't give me any idea of which card it is, don't even look at it, just concentrate your thoughts on it. 1 will try to get it by the vibrations.' Seeing that one of your key cards is above the selected card you have no difficulty in finding it. If the card is not in the first lot, spread out about half the remaining cards, and if again it has not appeared, you know it must be in the last lot and you can locate it and reveal it in the most dramatic way you can contrive. Chapter Contents Co m e dy Tw in Ca rd Pre dictio n AFTER any pack has been shuffled by a spectator, take it and secretly sight the top card, suppose it is the AC. Write the name of this card on a slip of paper, fold it, and give it to a spectator A. On a second slip scribble some Chinese characters, fold and give it to spectator B. Hand the pack to B and ask him to secretly deal any number of cards one by one, note the last card dealt and replace the cards on the pack. Tell him then to hand the pack to A and whisper the number he dealt, but not the card noted. A deals to the same number and notes the last card, which will be the AC. Tell him to open his folded slip and read it. As he does so, pick up the cards he just dealt and in replacing them on the pack glimpse the bottom card, this will be the card that B looked at. Tell him to take out his slip and read it. Not being able to read Chinese he cannot do it, so you obligingly translate the characters for him by naming his card. Compare with 'Twin Souls' Miscellaneous Section. Chapter Contents The Ne rvo us Ca rd S. H. Sharpe SHUFFLE any pack and glimpse the top card. The best way to do this is to note the bottom card as you take the pack from a spectator who has shuffled it, then with an overhand shuffle bring that card to the top. Invite a spectator to cut off about half the cards and spread them face down on the table. You do the same with the remaining cards. Tell him to draw out one card, look at it, put it on top of his packet, square the cards and make one cut. You do the same but you merely pretend to note the card you draw out. 'The card I noted was the of you say, naming the card you glimpsed. 'What was yours?' He names it. 'I just make a click with my cards and it gives my of such a fright that it jumps right over to join your card.' Spread your packet face upwards, the card is not there. The spectator spreads his cards and finds the card you named next to his. Chapter Contents The Nifty Ke y Jorda n TAKE any favorable opportunity, say in gathering the cards after a trick, to note the fifteenth card from the top. Hand the pack to a spectator and tell him to deal off several cards from the top and put them in the middle. Note the number and mentally subtract it from fifteen to give the new position of your key card. Suppose he deals five, your key card will lie tenth from the top. As a blind have him remove a few cards from the bottom and put them in the middle also. Tell him to think of any number between twelve and twenty, then as your back is turned, to count down to the number thought of and note the card that lies there, square the pack and cut it at any point well below his card. You have him tell you the number he thought of, this creates no suspicion since there appears to be no possible way for the knowledge to help you. However, you have simply to subtract your key card number, ten, from the number he thought of, suppose this was fifteen, which gives you the number five. Tell him to further mix the cards by dealing them into five hands, five cards in a row face down, then cards on each in rotation until the pack is exhausted, and collect the heaps in any order he pleases. His card must fall on top of your key card and you can reveal it in any manner you wish. All that has to be done is to have the pack dealt into the number of piles represented by the difference between your key number and the number the spectator thinks of. Chapter Contents Up Yo ur Sle e ve TAKE any favorable opportunity to place two cards. which you memorize, in your left sleeve, safely out of sight but within easy reach. Have the pack shuffled, turn and hold your hands to receive it behind your back. Instruct the spectator to cut off a packet and count them secretly. When he has done so, turn facing him, keeping your hands behind your back and take the two cards from your sleeve, putting one on the bottom and the other on the top. To gain time for this you tell him to square his packet carefully and when you turn round again to put it back on the top of the pack and make one complete cut so that the cards will be buried in the middle, and square the pack carefully. This is done. Turn again and bring the pack forward. You have only to run over the faces till you reach the first of your key cards, then count until you come to the second. You can reveal your knowledge of the number in any way you please. For instance by cutting off the same number. Chapter Contents The Qu a rte tte FROM any pack freely shuffled have four cards freely selected. As the cards are being noted secretly bend the lower right corner of the bottom card a little upward by pushing it back slightly and bending it with the right thumb. With the right hand pull out the lower half of the pack and have the last card chosen placed on top of the portion in your left hand and slap the right-hand packet on top but insert the tip of your little finger between the packets. Keep the front ends of the cards tightly closed, tap them square and ruffle them. Go to the third person who chose a card, divide the pack at the little finger break and have his card replaced on top of the other one. Repeat the same operations with the remaining two, finally drop the right-hand packet openly on top of the fourth card without inserting the little finger, the bent corner will locate the four cards. If carried through quickly without hesitation the spectators will be satisfied the cards have been replaced in different places at haphazard. To confirm the fact that the cards are really lost in the pack, let a spectator cut the pack freely with complete cuts, then cut at the bent corner card yourself. Deal four piles, a card at a time and the chosen cards will be at the bottom of each pile. Assemble the pack by putting pile No. 1 on No. 2, these two on No. 3, and these three on No. 4. The cards will now lie thirteenth, twenty-sixth, thirty-ninth and fifty- second. Deal the cards face up, telling the third person to think 'Stop' when he sees his card. Mentally note the thirteenth and twenty-sixth card. Deal to the thirty-ninth card and stop, throwing the card out. Replace the dealt cards face down on the remainder. Discover the twenty-sixth card, the second chosen, by reading the spectator's mind. Spell out the first person's card, the thirteenth; any card can be spelt with twelve or thirteen cards by manipulating the words 'the' and 'of'. Replace the cards dealt and casually display the bottom card so that the fourth person will note it. Turn the pack face down and glide the bottom card back. Tell him that you will deal from the bottom and stop at any card he calls for. Pull out the second card from the bottom and put it face down. Pull out the next one above the pulled-back card, show its face and replace it on the bottom, covering the chosen card and again casually display the pack face outwards. The person will be convinced you have made a mistake and that his card has been put on the table. Turn the pack down, deal the bottom card, letting its face be seen as you put it on the first card dealt. Draw back the next card, the chosen card and retain it, dealing the cards above it one by one until the person tells you to stop. Draw out his card, put it face down apart and place a coin or a pencil on it. You claim that that card is his. Having seen, as he thought, that his card was already dealt, he is bound to say you are wrong. Work this up, then turn the dealt cards face up, his card is not there. Have it named and turn it over. Chapter Contents Think Of A Ca rd Lars e n HAVE a spectator shuffle the pack, take it and run cards from the left hand into the right, asking him to stop you at any point. When he does so separate the cards at that point and hold the right-hand packet before his eyes, spreading the indices of the last five or six cards and telling him to make a mental choice of one card. In the meantime turn slightly to the left away from him and with the left thumb lift the lower left corner of the top card of the left-hand packet and sight the card. Square the right-hand packet and drop it on top of the cards in your left hand. Have the pack cut several times with complete cuts. You have only to locate the key card and finish the trick in your favorite way. Chapter Contents De m o n 's De te ctio n Jorda n EFFECT. Shuffle and cut any pack and leave the room. A spectator then follows the instructions you previously gave him thus-he thinks of a number under ten and deals from the face-down pack cards to that number and notes the last card. He then continues dealing a card at a time on each card already dealt until there are not enough left to cover the row; these cards he places on the last pile, at the bottom of which is the card he noted. He picks up this heap first, places it on the next to the left, these two on the next and so on until the pack is reassembled. He cuts several times and you return. You deal the cards and stop on the noted card. METHOD. Secretly note the two top cards of the pack after the shuffle; make a false cut. When the spectator follows your directions the original top card becomes the bottom card of the first heap, and the second card will be at the bottom of the second heap. When you return fan the pack and cut it to bring the second card you noted somewhere near the top of the pack. Turn the pack face down and deal the cards face up. Suppose the original top card was the 7H and the second card the 3C. When the 3C appears start counting and stop at the 7H. This gives you the number of cards dealt in each heap. Divide fifty-two by this number and if there is no remainder then the spectator's card is that number below the 7H. If there is a remainder add it to the number, the total will give the position of the noted card below the original top card. EXAMPLE: with the two top cards as above, 7H, 3C. You find the 7H six cards below the 3C. Fifty-two divided by six gives eight and a remainder of four, six added to four equals ten, therefore the chosen card is ten cards below the 7H. Chapter Contents [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] The Encyclo pe dia o f Ca rd Tricks [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] Chapte r V ~ Slick Principle s in Ca rd Ma g ic~ Co nte n ts Counting By Eye Everybody's Card Half Moon Location, The Location Plus Master Card Speller, The Mystic Cut, The Odd Or Even "Slick" Card, The Slick Card Routine, A Stage Location The "Slick" Ca rd THE first record of the use of the 'slick' card that I have been able to find is by Robert Houdin in his book Les Tricheries des Grecs under the title of 'la carte glisée'. Probably the device had been used by gamblers for many years previously. In an article in the Sphinx of Vol. 23, No. 1, p. 2, Mr. Max Holden called the attention of the magical fraternity to the many good uses the slick card can be put to. His method of preparing such a card was to put some paraffin wax on the face, spreading it evenly and polishing the card with the back of a spoon. With an occasional repolishing such a card will retain its slippery quality for a long time. A later method, that is now generally used, is motor-car Simoniz. Simply coat the card and rub it briskly with a cotton swab, let it dry overnight. Put on a second coat, again rub it with a soft cotton cloth and let it dry thoroughly. It is advisable to polish the face again before using. Before going into the explanation of tricks based on the use of such a card a short description of the proper method of handling it will be necessary. Insert a slick card about the middle of the pack and square up the cards. Hold the pack in the left hand as if about to deal. Place your right fingers under the pack at the end nearest you and the thumb on top, push forward with the thumb, exerting a little pressure. You will find that the pack will split at the slick card. Cut at this point and that card will be at the bottom. Again insert the card and shuffle so that you do not know just whereabouts it is. Hold the pack in the left hand and square it. Put your right thumb and fingers in the same position as before but hold the pack upright and push with the thumb just enough to locate the point at which the cards break. Turn the pack down and fan the cards but keep your eye on the break so that you know exactly where the slick card is. Have a card chosen and replaced to the left of the break, that is under the key card, and square up. When you again locate the break and cut at it the selected card will be on the top and the key card at the bottom. When you know the key card is in the middle, with the right thumb and fingers in the same position as before, push off about a dozen cards and slide them to the bottom. Now with the right thumb again push on the cards but this time exert a little pressure and the cards will break at the key card; take these cards off and put them on the bottom, the key card becoming the bottom card of the pack. With the pack behind your back the cards can be made to break at the slick card in just the same way, that is by pressure of the right thumb and fingers. It will be readily recognized that by having a chosen card inserted in the pack, either above or below the slick card and the pack squared up, the chosen card can be brought to the bottom or top of the pack at will by making the break as described and then cutting at that point. As facility in the use of the card is acquired the break can be located by pressure of the left thumb. It must lie flat on the back of the top card, then with the cards very slightly spread, make it press downwards and outwards, the cards will break at the slick card. The push must be made with the thumb flat on the top card, not just the tip, and the cards should be held as flatly as possible. You may have the slick card on the bottom, then a card having been chosen, undercut for its return, dropping the lower portion on top, thus bringing the slick card immediately above it. Square the pack, locate the break and cut the cards. The chosen card is on the top and the slick card again on the bottom. Finally, avoid making the break when attention is focused on the pack, do it when the attention is directed elsewhere. Chapter Contents The Ha lf Mo o n Lo ca tio n WITH the slick card near the middle of the pack spread the cards on the table face down in a semicircle with one sweep of the hand. Note the position the slick card occupies, which will be just about the point of the semicircle that is nearest the spectator. Invite him to take a card, look at it, replace it in the spread, assemble the pack and cut it several times. In spite of this apparently fair procedure you can easily locate the card. When the cards are spread in this semicircular, half moon fashion a spectator will almost invariably take a card from a point very near that at which the slick card lies. In such case you ask him to replace it in the same spot and simply note how many cards are between it and the slick card, above or below, as the case may be. After the cards have been gathered up and cut, you have only to locate the key card by the squeeze, make a cut and you know just how many cards from the top or bottom the chosen card lies. If, however, the card is taken from one end or the other, tell the spectator to replace it in the middle of the spread and then make your count from the slick card in the same way. Chapter Contents Lo ca tio n Plus THIS is one of those 'take a card, look at it, put it back, now shuffle, that's your card' things, and on top of that it is not certain to come off. However, the method may be useful on occasion to squelch the obnoxious individual who has the little knowledge that is so dangerous to the magician when coupled with a mean disposition. The method is simple. After a card has been chosen, as the spectator is noting it, locate the break at the slick card, cut there and have the card returned under it, square the pack openly and hand it to the spectator to be shuffled. It is well to indicate with your hands the action of an overhand shuffle as you give the pack, for with this type of shuffle the odds are in your favor, viz. that the two cards will not be separated are about ten to one. If the spectator insists on a riffle shuffle the chances are not so favorable. 1 have been assured, however, by performers who make use of the method that they have never failed twice in succession. Chapter Contents Eve rybo dy's Ca rd A TRICK which is comparatively old is that in which after a number of spectators have drawn a card, and returned them to the pack, they are asked to call out the names of the cards selected-and they all call the same card. In the old method the performer had to control the card every time it was replaced in order to force it on the next person, and unless he was an expert in palming he could not allow the spectators to shuffle the cards. By using the slick card as the force card the trick becomes not only much more effective but much easier to do. You can allow each person to replace the card anywhere in the pack that he pleases and shuffle to his heart's content, yet you can find the card in a moment and have it in readiness to force on the next spectator, An expert in straight forcing will have no difficulty with that part of the trick but for most card workers it is a good plan to use a variety of forces. A reference to Annemann's 202 Ways of Forcing will be useful in this connection. Another good finish is to pick out as many cards including the slick card as have been chosen, spread them fanwise and ask if everyone sees his card. They all do, of course. Throw away one card and repeat the question. Continue in the same way until it dawns on them that they all picked the same card from the shuffled pack. Chapter Contents Stag e Lo ca tio n THIS trick is a variation of one made famous by Alexander Herrmann and called by him 'The Egyptian Pocket'. There are not very many tricks with cards which are effective on the stage or platform but in good hands this routine cannot fail to be highly entertaining. The working is greatly simplified by the use of the slick card. With this card at the bottom allow these cards to be freely selected. Shuffle the slick card to the middle and have the first card replaced immediately above it. Square the pack, go to the second person, locate the break and have the card replaced in the same way. Treat the third card in exactly the same way. Finally cut at the slick card and the three chosen cards are thus brought to the bottom. Inviting the first person to stand up place the pack in his inside breast pocket. Showing your hand empty, plunge it into his pocket and bring out all the cards except the bottom card. Ask him to name his card, then to reach into his pocket and take it out. Riffle shuffle cards leaving the two bottom cards intact. Go to the second spectator, ask him to stand up. In the meantime you have palmed the bottom card in your right hand. Tell the spectator to take the pack out quickly, and the moment he had done so thrust your hand into his pocket and bring out the palmed card at the finger-tips. Have the card named, turn it over and show that the spectator also succeeded in leaving that one card behind. With the third card the proceeding is varied a little. Put the pack in the third spectator's pocket with his card on the outside laying the pack on its side and turning his card upwards on end. Tell him to name his card and then quickly reach in his pocket and bring it out. If you impress upon him that he must do it quickly the trick never fails and makes a fitting climax to a very effective routine. Chapter Contents The Ma s te r Ca rd Spe lle r FOR this feat one of the four cards in the pack that spell with ten letters, A, 2, 6 and 10 of C, must be used as the slick card. Suppose you prepare the AC. Take out five other cards that spell with eleven, twelve, thirteen, fourteen and fifteen letters-for instance, 6H, JS, 8H, 9D, QD. Put the AC on top of the five and place the packet on top of the pack. Riffle shuffle and make several false cuts but leave the top six cards intact. Deal a row of six cards and invite a spectator to lift any one, look at it and replace it face downwards, then to move all the others slightly so that you cannot get any clue from the positions of the cards. This done, turn around, pick up the cards so that they remain in their original order. AC on the top of the packet, QD on the bottom. Have the spectator shuffle the remainder of the pack and cut it into two packets. Drop the six cards on top of one pile and put the other on top of all. Invite the spectator to cut several times with complete cuts. Point out that no one can possibly know where any of the cards now are and while talking squeeze the pack locating the AC, and cutting it to the top. Riffle count nine cards from the bottom and cut, bringing them to the top. Ask the spectator to concentrate on the name of his card and hand the pack to him. Tell him to spell the name of his card and deal one card for each letter. No matter which of the six he selected his card will infallibly turn up on the last letter. For an exhaustive treatment of the spelling trick see special section devoted to that subject. Chapter Contents Co unting By Eye HAVE the slick card thirteenth in the pack. Announce that by constant practice you are able to count the number of cards in a packet instantaneously. As you speak you have squeezed the pack and located the break. Cut off the twelve cards and throw them down, saying that there are just twelve. As a spectator verifies this, thumb count eight more from the bottom and pass them to the top. Take back the twelve and drop them on top of the pack. making twenty' cards above the slick card. Square the pack very openly and ask a spectator to call any number between twenty and twenty-five. Squeeze the pack and have the break located giving you twenty cards ready for the cut, so you have merely to take off enough more to make up the number. It is not advisable to carry the effect any further. Chapter Contents Odd Or Eve n WITH the slick card thirteenth from the top, make the squeeze, locate the break, cut off the twelve cards and toss them on to the table, calling them even. While a spectator verifies this, thumb about nine or a few more cards of an odd number and pass them to the top above the slick card. Take back the first packet and drop it on top, again make the trick cut taking off all above the slick card, drop them on the table calling odd. For the third and last effect pass five or seven cards from the bottom to the top, take back the other cards and again square the cards perfectly, tapping the sides and ends on the table. Invite a spectator to say whether the number this time shall be odd or even. You have only to locate the break and take off the packet with or without the slick card to prove that you are infallibly correct in your estimate. Chapter Contents The Mys tic Cut USING the AC prepared for the last trick as your key card, make up a sequence of cards, the values running from 10 down to A and mixing the suits. Place this packet on top of the pack, the 10 being the top card. Spread the pack and have a card freely selected from anywhere below the group. As the spectator notes the card, cut the pack to bring the setup packet as near to the middle of the pack as possible. Squeeze the pack, locate the break and cut at the key card. Have the card replaced and drop the cut on top thus bringing the key card above it. A false shuffle at this point will strengthen the effect. Invite the spectator to cut the pack as near the middle as he can and turn the cut face up on the table. He is then to take off from the lower portion as many cards as are indicated by the value of the face card. On the last figure of the count he names his card and turns up that very card. So long as the cut is made in the group of arranged cards the feat cannot fail. Chapter Contents A Slick Card Ro utine Lane THIS effective series of tricks makes use of the slick card and a set-up. The slick card may be any card at all but we will suppose it is the 9S. From the top of the pack downwards arrange the following cards: 7S, 9D, KD, AH, 9S, KH, 7D, AD, KC, 9C, AS, 8S, 8D, 9H, 5C, 6C, 10S, KS, 6D, JH, JD, 4D, 6H. Twenty-three cards in all. These cards must be on the top of the pack, the slick card on the bottom and next above the key card, a seven. When introducing the routine a false shuffle should be executed. For an explanation of the best methods see chapter on 'Indispensable Sleights'. 1. Casually count off five cards, reversing them, and replace them on the top (this is done for a purpose that appears later). Fan the pack and have a card freely selected from below the arranged cards. As the spectator notes his card, undercut, have the card replaced on top and drop the lower portion on it. The slick card is now just above the chosen card. Square the cards very openly. Go to a second person, squeeze the pack, locate the break and force the same card on him. The first spectator is asked to name his card, second spectator shows that is the card he holds. Or, you may simply bring card to the top, palm it off and produce it from your pocket. In either case replace the card in the lower part of the pack. 2. The next effect is one of prediction. In reversing the first five cards at the beginning you brought the top card, 7S to the fifth place. To bring them back to the same order you illustrate what you want a spectator to do. Tell him he is to think of a small number, deal cards (you deal five) place them back on the top (do this with the five cards) pick up and look at the top one (pick it up but don't look at it, you already know that it is the 7S) replace it on top and make one complete cut. (Don't illustrate the cut.) Before the spectator counts his number, take pencil and paper and write 'Seven of Spades'. Put this under some object on the table writing downwards. Turn away while spectator counts, looks at top card, replaces it and cuts, squaring up the pack. Turn round, take the pack and while asking the spectator to whisper his number to a second person, squeeze the pack, cut at the break and glimpse the top card. This card is the one just noted by the first spectator, so you take the slip of paper and write its name above that already written, the 7S. The count has brought the 7S to the position to be found by the second person. Hand the pack to the second person instructing him to deal cards to the number whispered to him; to place the packet on the pack, look at the top card and make one complete cut. This done, call attention to the fact that in each case you wrote a prediction before the cards were looked at. Have the cards named, then have a third person take the slip, open it and read what you wrote. Under cover of the surprise this causes squeeze the pack, cut at the break and you have the cards back in their original order. 3. Have a spectator cut the cards near the middle, put aside the top packet and take up the lower one. Make an overhand shuffle retaining the slick card on the bottom and bringing the 7S to the top. Spread the cards, counting seven and holding a break at that point, and have a card freely chosen and noted. Cut off the seven cards, have the card returned, counting seven cards on top. False shuffle several times then locate the break and cut. Turn the top card, 7S, count off seven cards, ask the spectator to name his card. You turn it up. 4. Take up the other half of the pack and put it on top of the cards in hand. Turn the pack to a spectator, tell him to deal off some cards face up one by one on the table, to stop whenever he likes, replace the packet on the face of the pack, note the card facing him (the last card dealt), then give the pack one complete cut. Turn away as this is done. When he is ready, turn and take the pack, put it behind your back, squeeze and cut to the break, put the slick card on top as well. Announce that you have found the card and have placed it at the same number from the top as he had it from the bottom. The number is named, deal the cards and turn the one at that number, it is the card the spectator noted. Put the rest of the cards on top of those just dealt and the pack is again in the arranged order. 5. Now suggest a game of poker, ask how many hands shall be dealt as if it made no difference to you how many, but you must deal either three or four hands. If three is chosen, deal three hands of five cards each as in a regular game. This is the result: 1st hand: 7, 7, 8, 9, A; discards 7, A, gets a straight. 2nd hand: 9, 9, 9, 8, A; discards 8, A, draws two cards. 3rd hand: K, K, K, 5, A; discards 5, A, draws two J's, full house. If four is chosen, here is the result: 1st hand: 7, 8, 9, 10, K; discards K, draws J, making a straight. 2nd hand: 9, 9, 9, K, K; stands pat. 3rd hand: 5, 6, 7, 8, K; discards K, gets 4D, a straight. 4th hand: A, A, A, J, 6; discards the 6, draws J, full on aces. 6. Assemble the pack thus: take the remainder of the pack and the discards, shuffle overhand and leave the key on top. Pick up the hands in any order and put them on the top. Cut to the key, hand top half to one spectator, other half to a second person. Both may shuffle as they please. Second person picks out any card from his packet and pushes it into first spectator's cards, and these cards are then thoroughly shuffled You find the card. This is the method: counting the values of the cards (J eleven, Q Twelve, and K thirteen) the total of the cards in the four hands is 143. To this add the value of the slick card to get the total before the chosen card is added to the packet. Simply add the values, subtract and you have the card. 7. Shuffle the key to the top. A spectator deals as many cards face down on the table as he pleases, counting them as he does so. He squares up the packet and puts it on top. This while your back is turned. Turn again, take the pack, cut to the key card and you instantly have the cards he counted out. Again deal them one by one to show how much quicker you did it, and also to get the key back on the top. 8. Hand the pack to a spectator to shuffle. It is best to have the shuffle by the overhand method. A riffle shuffle, especially with some people who handle cards roughly, bends the cards and interferes with the manipulation of the slick card. Take pack and have a card freely chosen, noted and replaced under the key card. Square the cards very openly, tapping ends and sides on the table, spread and have a second card freely selected. Again make the break at the key and have the card returned at that spot, thus bringing it on top of the first card. Square up and immediately hand the pack to a spectator for an overhand shuffle. Allow him time for two or three movements, say 'Thank you,' and take the pack back. The odds are almost 100 to 1 against the cards having been separated. Recapitulate what has been done, build up the effect and order the two cards to join one another. Show them. 9. For this effect you require an extra card of the same pack pattern, say an 8 spot which you place reversed above the key card which is on the bottom (the author does not say just how you are to do this without being observed). On top, place the duplicate 8 from the pack. Count off seven cards, not reversing them, and put them on the bottom. Allow a card to be freely selected and noted. Undercut about half the pack and drop on top of the card as it is replaced. Cut to the key card bringing it to the bottom and the duplicate 8 to the top. Turn this card and show it, dropping it on the table. Cut the pack, take off several cards from the top and show the chosen card is not amongst them, turn the pack face up and show that it is at or near the bottom. Pick up the duplicate 8 spot and put it with the pack behind your back. Slip the duplicate 8 under your belt. Bring the pack forward, run over the backs till you come to the reversed 8 spot. Count off seven cards and deal the eighth face down. Have the card named and turn it over. 10. Hand the pack out to be shuffled. Take it back and cut to the key card bringing it to the bottom. Allow a card to be freely replaced, drop the lower portion on top, bringing the chosen card below the key card. Let a spectator square the pack perfectly. Take it and put it behind your back. Cut to the key card, take it off the bottom and slip it under your belt. Bring forward the card now on the top, have the chosen card named and turn the card over. Put the pack down and you can bet £1,000 that it is absolutely free from any preparation. Chapter Contents [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] The Encyclo pe dia o f Ca rd Tricks [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] Chapte r VI ~ Ca rd Mys te rie s Em plo ying Dia chilo n~ Co nte n ts Ace Transposition Acme Spirit Test, The Another Diachylon Force Card In Pocket Diachylon Book Test - Forcing A Number Diachylon Do As I Do, The Diachylon Force Diachylon Stop Trick Diachylon Super Color Change Flyaway Cards Flying Card, The Melrose Mesmerized Cards Missing Card, The Number Please Queen Turns Over, The Real Magical Vanish, A Remote Control Improved Reversed Color Surprise Sympathetic Pair-No. 1, The Sympathetic Pair-No. 2, The Sympathetic Pair-No. 3, The Turno Twin Aces Two Viewpoints THE first use of diachylon in connection with cards that I have been able to trace was by Hofzinser, the great card expert who flourished in Vienna in the middle of the nineteenth century. It seems to have been kept a closely guarded secret until the appearance of Prof. Hoffmann's last book, Latest Magic, which was published in 1918. From that time its use became increasingly popular and a number of very good tricks dependent on its use have been devised. Diachylon, when rubbed on the back of a card, renders it adhesive without altering its appearance and if another card is pressed against the surface so treated, the two adhere, and to all intents and purposes become one card. The two may be handled freely but can be separated with slight pressure. Hoffmann advises that the diachylon in its solid form be rubbed on the card shortly before it is to be used. If used in the paste form, however, it is best to apply a very small amount with the blade of a knife. It is not necessary to treat the whole surface of a card, simply apply it to several of the pips if the face of a card is to be treated, or at the corners and the middle of a card, if the back is to be prepared. The diachylon will spread better and make a thinner film if slightly heated first. The following method of application is recommended by Judge Fricke: 'I have done this by painting the cards with diachylon dissolved in carbon tetrachloride. Due to the variation in batches of diachylon some, experimenting will have to be done. Too heavy a solution holds the cards too affectionately. It is so nearly colorless that when applied no one can notice it. Use a cotton swab, let the cards dry thoroughly before reassembling them and the deed is done. I have doped my Svengali cards this way. Thus prepared they may be given the regular overhand shuffle as well as the riffle and the two cards can be lifted with ease as one. Just sliding off the top (short) card carries with it the regular card below it.' Chapter Contents The Flying Ca rd PROF. Hoffmann gives two tricks only as illustrations of the use of diachylon. In this, the first, a card box is prepared with a duplicate card, say the 7D, placed in box so that after it has been shown empty, closing it will bring the card into evidence. The top card of the pack has its back prepared and the 7D is forced on a spectator. The pack is cut to bring the diachylon card to the middle and the 7D is returned on the top of it. The performer has then merely to square the cards, squeeze them well together and hand the pack to he shuffled. Taking the pack he orders the card to leave the pack and fly to the box. He counts the cards one by one showing their faces as he puts them on the table. There are fifty-one only, the 7D has disappeared, being safely hidden behind the prepared card. The card box is opened and reveals the 7D. By replacing this card in the box so that the flap will fall on it and so vanish it, then separating the double card in the pack, the 7D may be made to reappear in the pack. But in any case the trick in this form is rather crude, though it might be made an effective interlude in a more elaborate effect. Chapter Contents The Mis s ing Ca rd TWO complete packs and an extra card, the JD for instance, are required. Pack No. 1 has on top a card with its back prepared with diachylon and its own JD on the bottom. Pack No. 2 is unprepared. The extra JD is in your pocket. Offer pack No. 2 to be shuffled and while this is being done, palm the JD from your pocket. Take the pack back, adding this card to the top and put the pack down. Pick up pack No. 1, force the JD and receive it back on top of the prepared card which you cut to the middle. Square up the cards, squeeze the pack and hand it out to be Shuffled Ask a spectator to name a small number; suppose seven is called. Announce that you will order the chosen card to leave pack No. 1 and appear at the chosen number in pack No. 2. First, however, to show that by a coincidence the similar card belonging to that pack is not at that number, take the pack, deal six cards downwards and show the seventh, asking if that is the chosen card. Receiving a negative reply, put the seven cards back on the top in their present order thus bringing the extra JD seventh from the top. Now have the card named and order it to go. Take pack No. 1 and count the cards face up on the table; there are fifty-one only and no JD. Ask the spectator to come forward and take pack No. 2, deal six cards and turn up the seventh. He does so and finds the JD. Tell him to run through the pack and find the regular JD belonging to it, so proving that the identical card chosen has really passed as ordered. Chapter Contents Me s m e rize d Ca rds THIS trick appeared in The Magic World, 25th June 1913, contributed by Dr. A. L. Smith. 'Fix a small piece of diachylon to the tip of the forefinger and place a card on the table. Press the finger upon it and it will adhere. Place other cards on the edge of the first and interlock them. By placing the other fingers on the outer cards, they can be raised from the table, and, apparently unsupported, remain attached to the hand. A shake of the fingers and all are instantly released. Chapter Contents Dia chylo n Fo rce THE card to be forced is prepared with diachylon and a large tray is required. Give the tray to a spectator to hold, false shuffle the pack, retaining the card to be forced on the top. Spread the cards with their faces to the audience showing that they are well mixed, then spread them out on the tray face down. A second person is invited to make a free choice of any one card and to push it out of the line of other cards still face down. Gather up the rest of the pack and hold it face down in your left hand. The selected card remains on the tray for the moment. Ask if that is the card that is wanted, then pick it up, put it face down on the pack, i.e. on top of the diachylon card, press it down with the left thumb as you take out a pencil and have a spectator mark the back or initial it. This force may used as a prediction trick. Write the name of the diachylon card on a slip of paper, fold it, give it to a spectator to hold, then proceed to force the card by the method described. Chapter Contents The Qu e e n Tu rns Ove r REQUIRED are a red-backed pack and a double-backed card both sides of which are red. Prepare one side of this card with diachylon, and the face of the QD in the same way. Hold the QD with the double-backed card squarely behind it, place the AH in front of it and the AS behind it, showing the cards back and front fanned, as being three cards only. Close the fan and squeeze the cards making the QD adhere to the back of the AH. Holding the cards face downwards remove the middle card, apparently the QD, really the double-backed card and place it red back upwards on the table. Show the two aces back and front as two cards only. Turn them face up, pick up the supposed Q and insert it, still red back upwards, between the two A's. Close the fan and press the cards making the prepared side of the double-backed card adhere to the back of the QD. Separate the AH from the face of the QD with a slight push and show the three cards are face up, the QD has mysteriously turned over. Backs and faces of the cards can be freely shown. Chapter Contents Dia chylo n Bo o k Te s t - Fo rcing A Num be r THIS subtle forcing of cards to represent numbers was originated for use in connection with a book test. It will suffice here to explain the method of forcing only. Suppose, for instance you desire to force the number 364. From a pack of cards take out any 3 spot, 4 spot and 6 spot and prepare the backs with diachylon. To each of them press any other card so that each pair is back to back. Place the three double cards, the diachylon causing each pair to adhere, on the face of the pack with the faces of the three indifferent cards showing. When the time comes to force the number introduce the pack, take off the three bottom cards and stand them, faces outwards against a book, a glass or any other object, remarking that they will be used as indicators. Hand the remainder of the pack to be thoroughly shuffled. Let a spectator cut the pack about one-third down, place one of the indicator cards face up on the lower portion and have the cut replaced. Go to another person and repeat the process, having the cut made about half way in the pack and the last cut about two- thirds down. When putting the double cards face up in the pack be careful no one can get a glimpse of the card below. State that the cards following the face-up indicator cards will be used to represent the number required, pointing out that the method employed ensures that the number is arrived at by pure chance. Run over the backs of the cards and on coming to the first reversed card press the two cards apart, take away the faced card and have a spectator remove the next card himself. Do the same with the next two faced cards. The values of the cards being taken as numerals, the required number is forced. Chapter Contents Ano th e r Dia chylo n Fo rce A SPECIAL pack is made up of twenty-six ordinary cards and twenty-six all alike. The backs of all the ordinary cards are prepared with diachylon and on each one a card from the other twenty-six is pressed. The pack is then squeezed, making the pairs adhere. So prepared, the pack can be fanned freely, all the faces will appear different. To force any one of the similar cards simply spread the pack face down and have any card pointed to, divide the pack at that card, push forward the top card with the left thumb, separating it from its diachyloned mate, for the spectator to take. Or any number may be called and counted to, the top card of the next pair being pushed off alone. Chapter Contents Tw in Ace s Grav att PREPARE any indifferent card with diachylon on its face. On this card place an A and press the two cards together. They can be freely handled as one card. Lay this double card upon the table and overlapping it place the other A of the same color. Have the pack shuffled by a spectator and ask him to take out and retain one card. Take the pack, show the two A's, and retain one card. Take the pack, show the two A's, really three cards, place them on the top, slide off the top card, the indifferent one and, calling it the first A, push it in the middle of the pack. Take the next A and put it on the bottom. Have the selected card put on top of the pack and one complete cut made. The selected card is found between the two A's. Chapter Contents Turno PREPARE the face of a card with diachylon and put it at the bottom of the pack. A card is freely selected, then put face down on the face of the pack (i.e. on top of the diachylon card) and is initialed by the spectator on its back. Lift it off with the diachylon card adhering to it and put it face down on the table. Spread the pack with its faces towards you, pick up the double card, the diachylon card now uppermost, insert it in the fan: to the spectators you have simply replaced the initialed card facing the same way as the rest of the pack. In reality when you separate the two cards the initialed card is face up in the face-down pack. The same trick can be done by wetting the thumb and transferring saliva to the face of the bottom card. Chapter Contents Me lro s e BEFOREHAND smear some diachylon on the tip of your forefinger. Using any pack hand it to a spectator to shuffle thoroughly. Instruct him to put the pack face down on the table and cut about the middle, then take the top card of the lower portion and note what it is. This done tell him to put the card face down on top of the other half which you indicate by touching it with the tip of your forefinger, rubbing some of the diachylon on it, then to complete the cut by placing the other half on top. Pick up the pack giving it a squeeze and hand it to the spectator to again shuffle. Take the pack back and order the card to vanish. Deal the cards face up asking the spectator to see if his card appears but not to name it. There are fifty-one cards only, the chosen card being dealt with the diachylon card as one card. Announce that you will make the card reappear and instruct him to say nothing but merely think 'Stop' when he sees it. This time hold the pack face up and when you come to the double card push the prepared card off and stop on the next one, the chosen card. Chapter Contents Tw o Vie w po ints ANY pack of cards may be used but you must have a little pot of diachylon paste in your pocket. Hand the pack out to be shuffled and while this is being done get a small daub of the diachylon on the second fingertip of your right hand. Take the pack and in laying it on the table face down rub some of the diachylon on the face of the bottom card. Invite a spectator to cut, lift up the top card of the lower portion, note what it is, put it face down on the upper part of the cut and complete the cut. The bottom card with the diachylon on its face is thus brought on top of the chosen card. Pick up the pack, giving it a squeeze, and have the spectator shuffle it. In the meantime get a little diachylon on the tip of your left second finger. Take the pack and putting it face down on the table rub the diachylon on the bottom card. A second spectator now cuts, takes a card, notes it and reassembles the pack in the same way as was done with the first card. Again pick up the pack, give it a surreptitious squeeze and have it shuffled by the second spectator. Take the pack face down in your left hand, push the cards off one by one into your right hand and drop them haphazardly on the table. You can tell by feel when a double is reached, push the two apart, the top one will be one of the chosen cards, note the exact spot where you drop it. Do the same with the second double card. Borrow a penknife and have your eyes covered with a folded handkerchief. By glancing down the sides of your nose you can locate the positions of the two chosen cards. Move the point of the knife round in circles gradually approaching one of the cards, then suddenly stab the knife down on it. Lift the card on the knife point and have it acknowledged. Do the same with the second card. Chapter Contents Dia chylo n Sto p Trick PREPARE a card with diachylon on its face and place it on the bottom of the pack. False shuffle, keeping the bottom card in position. Fan the pack and allow a spectator to choose a card freely. Under cut about half the pack and have the card returned on what was the top of the pack. Drop the cut on it thus bringing the diachylon card on top of the selected card. Squeeze the pack as you square it up and tap both sides and ends on the table to prove the card completely lost amongst the others. Have the pack shuffled. Take the pack back. Instruct the spectator to concentrate on his card and announce that you will deal the cards face down and that although you cannot possibly know either what the card is or where it is in the pack, you will infallibly find it by unconscious cerebration, or any other pseudo-scientific means you care to name. Deal the cards face down. You know by feel when you come to the double card. Push the top one, the prepared card, off and stop dramatically on the next. Have the card named and slowly turn it over. Chapter Contents Re ve rs e d Co lo r S u rpris e USE a blue-backed pack for this feat and with it one red-backed card, say the QD. Place this card second from the bottom reversed, and the blue-backed QD about sixth from the top. Prepare the back of the top card which may be any card at all, with diachylon. Force the blue-backed QD. Under cut for its return so that it is put on top of the diachylon card, drop the lower portion on top. Cut the pack, square the cards giving them a secret squeeze, and an overhand shuffle. Order the card to turn over, have it named and instantly spread the pack, backs up, showing the QD face up. Let the spectator draw the card and hold it face up. Remark, 'I don't know what you are thinking about but the lady is blushing all over.' The card is turned and the red back is revealed. Run over the faces of the pack and show that there is no other QD. Chapter Contents Dia chylo n Supe r Co lo r Chang e A RED-BACKED pack of cards, preferably of the bicycle air cushion type, and a blue-backed card with the same back design, are required. Prepare the face of the blue-backed card with diachylon and place it on the face of the pack. Show the pack, shuffle it, keeping the bottom card in position, and casually make some remark about the shade of red that the backs have. Spread the cards, keeping the blue-backed one covered, and allow a spectator to make a perfectly free selection of a card. Have him note it and show it to several others for a reason that you say will be explained later. Undercut for the return of the card and drop the lower portion on top, bringing the prepared blue-backed card on top of the selected card. Squeeze the pack while squaring the cards, tap the sides and ends on the table showing all fair. Shuffle overhand with the faces of the cards towards the front. Spread the cards in a wide fan, backs towards you, and ask the spectator and those to whom he showed his card, to set their minds intently on it. Ask if they can see the card in the fan, then say you will pass your forefinger slowly across the top of the fan and when they see it arrive at the card tell them to think, 'Stop.' You have simply to stop with your finger above the blue-backed card. This is acknowledged to be the right card. Draw it up half- way out of the fan and ask the spectator to blow on it. Turn the fan round and show that its back has turned blue. 'Quite natural,' you say, 'you know you blew on it.' The card may be removed and shown on all sides and dropped on the table with perfect safety. Chapter Contents Flyaw a y Ca rds REVERSE the two bottom cards of the pack and on the upper of the two put a smear of diachylon. Allow a spectator to freely select a card; as he looks at it quietly drop your left hand to your side, turning it over, bring the hand up with its back uppermost and the pack will be reversed, but without any alteration in its appearance owing to the two reversed cards. Put the chosen card squarely on the pack face up and have the spectator initial it. The upper of the two reversed cards will adhere to the initialed card as you take it off and insert it face up in the middle of the pack. Again quietly drop your left hand to the side as you say you will make the chosen card vanish and another card reverse itself in its place, Raise the left hand with the pack now right side up. If you can secretly turn the bottom card over to bring it face down with the rest of the cards, do so, if not, turn the top card to show it and replace it, then boldly draw out the bottom card sharply turning it as you do so, show it and put back on the bottom. Spread the pack backs uppermost, the initialed card has gone and another card shows up reversed. Withdraw this card, the initialed card is stuck to its back face downwards, and place it (the two as one) on the table, face up. Spread the pack and have a search made, the initialed card has disappeared. Insert the double card, still face up in the face-up pack, square the pack and riffle shuffle it thoroughly. Hand the pack to the spectator. Order the chosen card to return to the pack reversed. He spreads the pack face up, one card is reversed, it is the initialed card. The same trick can be done by simply wetting the thumb and transferring some of the saliva to the back of the uppermost of the two reversed cards. Chapter Contents Ace Tra n s po s itio n TWO packs are required, one red-backed, the other blue. From both remove the AH and the AS. Treat the backs of the top cards of each pack with diachylon. In the red pack put the blue-backed AH second from the top and place the red-backed AH in the middle. In the blue-backed pack place the red-backed AS second from the top and in the middle put the blue-backed AS. Fan the red-backed pack face up and remove the AH from the middle, keeping the pack face up, take off about a dozen cards from below, square them up and put them down face up beside the AH. Put remainder aside. From the blue-backed pack remove the AS from the middle with the pack face up, separate about a dozen cards from the bottom, square the packet and put it face up beside the AS, put rest aside. Take the red-backed packet, put the red-backed A on top, i.e. on the diachylon card, cut once and squeeze the packet. Take the blue-backed packet, put the blue-backed AS on top, also on the diachylon card, cut once and squeeze the cards. Spread the red-backed packet face up, take out the AH (blue- backed) keeping the face to the front and drop it thus into a goblet, place the double card from the packet against the goblet red side face out as an indicator. The remainder of the packet drop behind the AH. From the blue-backed packet take out the AS (red-backed) keeping its face to the front, drop it into a second goblet on the other side of the table. Take out the double card and place it blue back outwards against the side of the goblet as an indicator. Show the faces of the rest of the cards and drop them behind the AS. Change the positions of the two indicator cards and order the two A's to pass across to the opposite glasses. Show that the change has taken place and hand the goblets and cards to be examined. Drop the indicator cards on their respective packs and snap them apart. Chapter Contents Re m o te Co ntro l I m pro ve d Orv ille W. Me ye r THIS is an improvement on the original trick by Annemann in that the use of any special card is eliminated and the trick can be done with any two packs of the same size with contrasting back designs. To prepare, take any card, say 2H and prepare its face with diachylon. Place the red-backed 2H on the bottom of the red- backed pack. Run through the blue-backed pack and remove the prepared 2H not allowing its face to be seen and have it initialed on the back by a spectator. Announce that you will place the card somewhere in the red pack, put pack and card behind your back and place the card on the bottom of the pack, therefore if anyone has noticed the 2H at the bottom no change is visible, a 2H still shows there. Bring the pack forward and spread it on the table face up, but keeping the two deuces under the end cards. Have someone indicate any card. Leave that card face up on the table, gather up the pack and put it face down on your left hand. Pick up the chosen card and drop it on the face of the pack for someone to initial on the face. Press the card down so that it adheres to the prepared 2H and they become practically one card. With the left thumb deal the apparently single card face up on the table and hand the pack to a spectator to deal through and find the blue- backed, initialed card. It is not there. Pick up the card on the table, have the initials on the face acknowledged, turn it over and show the blue back, the initials on it are also acknowledged thus proving that from amongst fifty-two cards that very card has been picked out. Chapter Contents Ca rd I n Po cke t REQUIRED a full pack of fifty-two cards and the Joker. Treat the back of the Joker with diachylon and place it on top of the pack. Riffle shuffle the pack several times, retaining the Joker on the top. Spread the pack face down and invite a spectator to draw out any card and note carefully what it is. Gather up the pack, undercut for the return of the chosen card so that it goes on top of the diachylon back of the Joker, drop the lower portion on top, square the cards, secretly squeezing them, and hand the pack to the spectator to shuffle. Take the pack and put it in your outside right coat pocket. Riffle over the top edges of the cards and locate the double card, that is the Joker and the chosen card stuck together, take them out, face towards you and put them in your upper left waistcoat pocket. Ask the spectator to remove the pack from your pocket and count them. He finds fifty-one. Tell him to run over the faces and take out his card. In the meantime you have separated the cards in your waistcoat pocket with right thumb and fingers, pushed the Joker right down and drawn the chosen card upwards so that about half its back shows. The spectator announces that his card is not in the pack. He takes the card from your waistcoat pocket after naming it. It will be noted that the prepared card is subtly got rid of and the pack is ready for any other effects. Chapter Contents The Dia chylo n Do As I Do AS USUAL a red-backed pack and a blue-backed one are used. Prepare by treating the bottom card of the blue-backed pack with diachylon; next above it place any red-backed card from the other pack. Pick out its duplicate with blue back and put it sixth from the top. The red-backed pack is unprepared. To begin. with, force the red pack on a spectator in the usual way. The spectator shuffles his pack while you false shuffle the blue pack. Each puts a card face down on the table, you taking the sixth card, while the spectator puts out any card, neither card being looked at. The packs are squared and placed face down on the table. Place your card on top of the spectator's pack and he puts his card on top of yours. Both packs are given one complete cut. Hand your pack to the spectator, squeezing it as you do so, and he hands you his. Both packs are spread face downwards, the odd colored cards are pushed out. They are turned over and prove to be the same. Refer to section ' Do As I Do' for methods with unprepared cards. Chapter Contents A Re a l Ma g ica l Va nis h Grav att FROM a red-backed pack take out the AH, AS, and QH. Prepare the face of the QH with diachylon. Place a double-backed card, one side red, the other side blue behind the QH well squared together and arrange the two A's in a fan with the QH and the double- backed card between them so that when shown back and front they appear to be three cards only. Prepare the top card of a blue- backed pack with diachylon. Show the three cards, AH, QH, AS, fanned, back and front. Close the fan and squeeze the cards so that the QH adheres to the back of the AH. Holding the cards face down draw out the middle card, the double-backed card, calling it the QH. The red back shows and as you immediately spread the two aces showing their faces there can be no suspicion that the card is not the Q. Put the two A's, with the Q adhering to the back of the AH in a spectator's pocket. Take the blue pack, spread it showing backs and faces, square it up and drop it face up on the supposed Q, press down on the pack as you make one complete cut thus causing the red back of the double-backed card to adhere to the back of the prepared blue card. Order the red-backed Q to pass from the blue-backed pack and rejoin the two A's in the spectator's pocket. Spread the blue- backed pack, every card is blue backed. Take the cards from the spectator's pocket, spreading the Q and the AH apart as you do so and throw the three cards on the table one by one. Mr. Gravatt describes this effect as a masterpiece, leaving it to the reader to judge for himself upon trying it. We also will leave it at that. Chapter Contents The Acm e Spirit Te s t FROM any pack of cards take five that have a large proportion of white space on the faces, say four 2's and a 3. Prepare the edges of one card by rubbing a little diachylon on them. This card can then be easily picked from amongst the others by the slightly sticky edges. Place the prepared card in the middle of the five, fan them out and ask a spectator to take one. Usually the middle card is taken, if so ask him to write the name of any deceased person on it. Turn away as this is done, and tell the spectator to put the card in his pocket when he has written the name. In the same way names of living people are written on each of the other four cards. Finally the five cards are mixed up by the spectator and placed face down on your right hand which you immediately put behind your back. If desired you may be genuinely blindfolded. Placing the cards to your forehead one by one you infallibly announce the card with the dead person's name on it-simply by feeling the slightly sticky edge as you place it to your forehead. If the prepared card is not taken the first time have a name of a living person written on it, hand three other cards for names of living persons and the prepared card last for the dead name. Chapter Contents Num be r Ple a s e BEFOREHAND place a very small pot containing a little diachylon paste in your waistcoat pocket. From any pack which has been thoroughly shuffled let a spectator freely select a card, note what it is, replace it and you secretly bring it to the top. Ask spectator to name any number from one to fifty-two. Get a tiny daub of the diachylon on your right thumb and rub it on the back of the top card, the chosen one. Suppose twenty is the number chosen. Count the cards from your left hand into your right one by one taking each succeeding card under the one before it, so keeping the cards in the same order, the chosen card remaining on top of the cards in the right hand. When you reach the twentieth card put it on top of the packet in the right hand and put the remainder of the pack down. Take the packet of twenty cards in your left hand, square the cards perfectly and press down with the left thumb as you have the spectator name his card. The two cards adhere and you turn them over as one. Chapter Contents The Sym pathe tic Pair-No . 1 THE top card of the pack is prepared with diachylon. Invite a spectator to think of any card he pleases and write its name on a slip of paper; you do the same, writing the name of the top card. Spread the pack, face out and ask the spectator to find his card and remove it. Under cut the pack and have the card replaced on top of your diachylon card. Drop the lower portion on top, square and squeeze the pack. Spectator may now shuffle freely by the overhand method. Take the pack, let the spectator open and read the names on the slips, find the double card and push the two apart as you show them. Chapter Contents The Sym pathe tic Pair-No . 2 TWO duplicates of cards in the pack are required. Suppose the cards are the 10S and 5D. Cut the duplicates a little shorter and stick the two regular cards together with a little diachylon on the back of one. Put this pair anywhere in the pack, the two short cards on top. Force the two shorts and have them replaced and the pack shuffled overhand by the spectator. When you take it back and riffle the ends you stop at the double card automatically, separate the two cards and show that they have come together. The duplicate short cards will not appear during the riffle. Chapter Contents The Sym pathe tic Pair-No . 3 BEFOREHAND get a little diachylon under left thumb-nail. From any pack, thoroughly shuffled, allow a card to be freely selected, noted and replaced. Bring it to the top and have another person select a card. As he notes it transfer the diachylon to the back of the top card. Under cut the pack for the return of the second card so that it goes on top of the first one. Drop the lower portion on top, square and squeeze the cards and hand them to be shuffled overhand fashion. Finally the cards are named and you show they have come together; push them apart as you show them. Chapter Contents [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] The Encyclo pe dia o f Ca rd Tricks [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] Chapte r VII ~ Do uble -Back Principle s in Ca rd Mag ic~ Co nte n ts Alice In Wonderland Chameleon Backs Comedy Relief Double-Back Card Force Double-Backed Card Force Double-Backed Card Routine Easy Coin Switch Giant Acrobatic Cards Initialed Card Telepathy Insto-Transpo Perfect Force, The Remote Control Repeating Card Turnover Reverse Location, A Reversi Satan Behind You Single Card Force Sympathetic Card, The The Double Card Prediction Transposition Extraordinary Turnover THE first double-backed cards put on the market were used in the trick called 'Two Card Monte', and sold by Theodore L. Deland about the year 1910. However, I have reason to believe that the principle was known to and used by Hofzinser many years ago. Deland's trick is more of a joke than a feat of magic but it opened the way for the invention of many fine tricks dependent on the use of the double-back principle. Chapter Contents Alice I n Wo n de rla nd A DOUBLE-BACKED card is required. Have this on the top of the pack. False shuffle and cut, leaving it in that position. Allow a spectator to make a free choice of one card and note it. Cut the pack about the middle, at the same time slipping the double- backed card on top of the lower portion, and put the cut face up on the table. The act of turning the cut face up will completely cover the slip sleight. Have the chosen card put face down on top of the face-up cards, then place the other portion of the pack on top also face up. The double-back card is thus just above the chosen card. Take the pack and run over the cards backs uppermost until you come to the reversed chosen card, suppose it is the 6D. Divide the pack at that point and put the cards above it below the rest. The 6D is now on top of the pack and the next card is the double-backed one. Lift the two cards as one and turn them face down. Take off the top card, apparently the 6D, and put it in the middle. Order the 6D, to reverse itself and spread the cards, keeping the top card hidden and show a card reversed in the middle; this is the double-backed card but you call it the 6D. Without allowing time for anyone to ask you to show its face turn the pack face down and run the cards one by one into your right hand, reversing their order. You do this to show that the cards are all backs up, really you spell the chosen card, 6D in this case, and on reaching the last letter throw the packet back on the top of the pack. Seeing that the double lift left the chosen card on the top you have thus put it in position to be spelt out. Order the card to go to that position and proceed to spell it out, turning the card on the last letter. A false shuffle before the spelling greatly strengthens the effect. Chapter Contents Do u ble -Backe d Ca rd Ro u tine Lane TO PRESENT this routine of five effective tricks you require: ● A double-backed card made by gluing two cards face to face. ● AC, JC with one index pip and large pip at the same end changed to S with indian ink. ● One red-backed card, say the 6H. ● Pack of blue-backed cards. Beforehand arrange the pack with the double-backed card on top, the red-backed card next to it, faked JC anywhere in the pack and the 6H on the bottom. To present the routine begin by taking the pack from the case, cut and force the lower portion. Take the top, bottom and any card from the middle putting them face down on the table and force the middle one, the 6H. Assemble the pack with the double-backed card on top. Insert the 6H anywhere in the pack. Cut several times but finally cut at the double-backed card which you always find easily by its thickness. Make a double lift and show the red-backed 6H. Insert it face up in the pack, allowing part to protrude. Push it home, order it to right itself. Spread pack, it is still face up, take it out, turn it over and show its red back, 'It's blushing for its failure.' Toss it aside and cut double-back card to top. Cut the pack, take up the lower part and show how, by lifting two cards as one, you can make a card apparently return to the top after being put in the middle. Do this several times till the spectators understand the process (Lane says to do this) but show that it cannot be done with the card on the top. Replace the cut on top so that the double- backed card is the top card. Have a card freely chosen, under cut for its return and square up. Card is on the double-backed card. Riffle to double-backed card and then five or six more and cut pack at that point. Chosen card is now about six cards down from the top, with the double-backed card below it. Feel for this card and turn all the cards above it as one, showing the chosen card. Turn the packet face down, take off the top card and put it in the middle. Again turn all cards above the double- backed card as one, again showing the chosen card. Turn packet face down, put top card in middle and continue showing that the card returns to the top until it alone is above the double-backed card. Leave it face up. Turn the pack face up and show all the cards face up except the chosen card. Pull it out and show it back and front. Replace it face down, glide it back, draw out the double-backed card and push it into the pack. Turn the pack over and show chosen card back in same position. Cut double-backed card to bottom. Have a card chosen and noted. Reverse the pack, take the card and insert it in the middle. Reverse the pack, run through the pack and show selected card face up. Run over the faces of the cards and put the JS on top. On it place any red card and on that the faked JC-JS. Pass to the middle and force the JS. Have it replaced in the same position and pass to the top. Lift three as one and show the JS. Turn the three down, lift the faked card and push it in the middle, leaving the JS end protruding. Turn top red card to show that the JS really has been taken, and as final proof turn pack and show protruding end of faked card. Turn pack down, push card flush, and instantly show JS on top. By spreading the opposite end of the pack you show every card, there is no duplicate. Cut double-backed card to bottom. Spread the pack for selection of a card. Count the cards as you push them off. Suppose the nineteenth card is taken. As the spectator notes his card, cut the eighteen cards to the bottom thus bringing them under the double- backed card. Under cut for the return of the selected card and throw the lower portion on top. Card is again nineteenth from the top. Let spectator cut several times with complete cuts, then false shuffle and cut at the double-backed card. Announce the position of the card as the nineteenth from the top. Deal and show it. Cut the double-backed to the top. Have a card freely chosen. Cut for its return, slipping the double-backed card on top of the lower part. Slip the little finger under the card above the chosen card and make the pass. Turn over and show the top card, an indifferent card, then turn over three cards as one, bringing the double-backed card to the top and reversing the chosen card under it. Cut the cards. Have the chosen card named, and instantly spread the pack showing it face up in the middle. Chapter Contents Trans po s itio n Ex trao rdin a ry REQUIRED two packs, one red-backed, the other blue, also a double-backed card, one side red the other side blue, to match the packs. The double-backed card is set, blue side up on the blue- backed pack. Allow a spectator to take any card from the blue pack, examine it and place it face up on that pack. Suppose it is the 5D. Hand the red pack to another spectator and have him remove the same card, 5D, from that pack and place it face out on the back. Pick up the blue pack, make a double lift taking the 5D and the double-backed card as one. Put the pack down, take the red- backed 5D and put it face down below the two cards in the left hand. The two 5D's are now back to back, with the double-backed card between, and its backs face in opposite directions to the backs of the two cards. Turn the three cards over several times to confuse the spectators, then lift the top card off by sliding it towards you, saying, 'I will place this red card on top of this blue pack.' Lay the card, really the blue-backed 5D face up on the face- down blue pack. As the card in your left hand has a blue back showing, the spectators naturally are sure the red-backed 5D has really been put on the blue pack. The double-backed cards and the red 5D are placed face up on the back of the red pack, thus bringing the red back of the double-backed card uppermost. Put the two 5D's face up into the packs on which they lie, being careful not to expose the backs. Order the cards to return to their respective packs and show that this extraordinary mystery has taken place. You may hand the blue pack to a spectator to verify the return of the blue card, thus both packs will have been freely handled. Chapter Contents Ins to -Tra n s po Anne m ann EFFECT. Fanning a well-shuffled pack, the performer has a spectator freely select a card on the face of which the spectator's initials are written. The card is openly placed in the spectator's pocket, not quite out of sight and is not touched again until the end of the trick. Now the spectator takes the pack and fans it. The performer selects a face-down card, initials it and places it in his own pocket. Then the miracle happens. The performer takes the card from the spectator's pocket and it is found to be the performer's card with his initials on it. Then the spectator takes the card from the performer's pocket and finds that it is his own initialed card. METHOD. On the top of the pack you have a double-backed card to match the pack. On the upper left and lower right corners of each side are light pencil dots, so that no matter how the card is placed in the pack it shows up plainly as soon as the cards are fanned. Under this card is any indifferent card on which you have beforehand written your initials. Riffle shuffle, leaving the two top cards in position. Fan the pack and have a spectator select any card. Take it and lay it face up on the pack in your left hand, ask the person's initials and openly write them on the face of the card. With the right thumb lift three cards and turn them over as one, that is, you make a triple lift. At once push off the top card with the left thumb, take it and place it back outwards in the spectator's breast pocket without showing its face. You have thus placed the indifferent card with your initials in the spectator's pocket while his card lies below the double-backed card. Hand the pack to the spectator after making one cut. Tell him to spread the cards and you pick out the one below the double-backed card which you recognize by the dot on the corner. Hold the card with its face to yourself and name it as being the card with your own initials on it. Pretend to write your initials on it and put it in your own pocket. The trick is done. Order the change and you each take your cards from the other's pocket. Chapter Contents Re m o te Co ntro l Anne m ann TWO packs are required; one red-backed, the other blue-also a double-back card, one side red the other side blue. The red side is prepared with diachylon and the card is placed red side down on top of the blue pack. All is then ready. Hand out both packs to be shuffled. Take them back and from the blue pack take out the double-backed card, first loosening it from the card to which it adheres, and place it, red side downwards on your right hand. Call attention to the fact that no one can possibly have any idea what card it is except yourself. Take the red-backed pack in your left hand and put both hands behind your back, saying that you will put the blue-backed card in amongst the red- backed cards so that nobody can tell just whereabouts it is. What you really do is to put the double-backed card with its red side upwards on top of the pack. Bring the pack forward and spread it face upwards on the table, that is, all except the top two or three cards. Invite a spectator to look over the faces of the row of cards, mentally select one then put his finger on it and push it out of the row, still face up. Gather up the rest of the pack and put it face down in your left hand. Pick up the selected card and lay it face up on the pack, that is, on the prepared back of the double-backed card. Quietly press it firmly and squarely so that the two adhere, then with the left thumb push them, as one card, on to the table. Hand the pack to the spectator who initialed the blue back and ask him to take out that card. He cannot find it, there is no blue- backed card in the pack. Turn the card on the table, it is blue- backed and bears his initials. By remote control you have caused that one card to be picked from the fifty-two cards of the pack. Chapter Contents Initia le d Ca rd Te le pathy Anne m ann EFFECT. A card is freely selected and initialed. It is returned and the pack shuffled. The spectator thinks of a number. Performer openly and slowly counts down until the spectator stops him and there is the initialed card. Performer does not know the card or the number until the finish of the trick. METHOD. Place a double-backed card on the top of the pack. Put a light pencil dot on the upper left and lower right corners of that card on both sides so that it can be found instantly in a slightly fanned pack. Have a spectator freely select a card and initial its face. Undercut the pack, have the card replaced on the double- backed card and complete the cut. Cut several times and finally by sighting the dot cut to bring the chosen card to the top with the double-backed card below it. Ask the spectator to think of a number below fifteen so that the effect will not be too prolonged. Now say, 'Your number is odd, isn't it?' If so you continue, 'I thought so, but-don't tell me or anyone else just what the number in your thought is.' If the answer is 'No,' say 'Well that's odd. However, don't let me or anyone else know the number you are thinking of.' You know now whether the number is odd or even which is all the information you need. If even, with your right thumb lift the rear ends of three cards and insert the tip of the little finger. Turn the three cards as one, take off the face-up card and push it into the middle. The double- backed card is now on top, the selected card is face up below it. But if the number is odd simply leave the double-back on the top with the selected card below it. Riffle shuffle the pack, leaving the two cards in position, and announce that the chosen card is now at the number thought of. Lift and turn three cards as one as you ask 'Are you thinking of One ?' On the negative reply take of the top faced card singly. Drop the card on the table. Again lift three and insert tip of little finger as you ask if he is thinking of Two. If again the answer is 'No' turn the three cards, take off the top faced one and drop it on the table. When finally you get the answer 'Yes,' push off the top face-down card and it will be the initialed card. Try this out with the cards and the details will be clear but the lifting of the three cards as one requires practice. Chapter Contents Turno ve r PLACE a double-backed card on the bottom of the pack, first reversing the card above it. Riffle shuffle the pack without disturbing the two bottom cards and being careful not to expose the face card. Let a spectator select a card freely and note what it is. As he does so quietly turn the pack over, then cut the pack for the return of the card but in doing that slip the double-backed card from the top on to the lower half of the pack. Keep the backs of the cards to the front as you do this. Have the card returned on top of the double-backed card and drop the right-hand portion on top. You have now only to secretly turn the pack over and the chosen card will be face up in the middle. The double-backed card will be immediately above it and if you slip this to the bottom you have the pack in readiness to repeat the feat. Chapter Contents Re pe a tin g Ca rd Turno ve r A PACK made up of twenty-six ordinary cards and twenty-six double-backed cards is required. Having the double-backed cards below the others, let a spectator choose any one of the ordinary cards and note it. Have it replaced in the lower half of the pack, i.e. amongst the double-backed cards. Square up the cards and secretly turn the pack over. Order the chosen card to turn over and spread almost half the cards, revealing the chosen card face up amongst apparently face-down cards. Care must be taken not to expose any part of the lower half of the pack. Remove the card and insert it in the lower half face down, i.e. amongst the ordinary cards which are face up. Again turn the pack over secretly and order the card to repeat its somersault. Spread the cards on the table with a wide sweep and once more the selected card appears face up in the face-down pack. Chapter Contents A Re ve rs e Lo ca tio n Lars e n REQUIRED: two double-backed cards. At the start have one of these at the top, the other at the bottom. False shuffle, keeping them in position. The easiest way to do this is to riffle shuffle, keeping the cards well covered with the hands so that in bending the corners for the riffle the lower sides are not exposed. Have a card freely chosen and under cut half the cards for its return. The chosen card thus comes between the two double-backed cards. Order the two cards on each side of the chosen card to turn over. Place the pack face up on the table and spread the cards out in a line. Two cards are revealed backs uppermost with the chosen card between them. The same effect can be obtained with only one double-backed card. Have this on the top and secretly reverse the bottom card. Undercut as above for the return of the card and finish as before. This is the better method as there is only one prepared card to get rid of, or you may leave the double-backed card in the pack for another effect by proceeding thus: take out the chosen card, slide the lower of the two reversed cards on top of the other, then turn them over together on the face-up pack. The face of the lower card will show and there will be no suspicion attached to the other card. This leaves the double-backed card on the top to be used as you may desire for another effect. Chapter Contents Do u ble -Backe d Ca rd Fo rce TWO packs are required, one blue-backed, the other red, together with a double-backed card one side of which is red and the other blue. From the red pack take any card and place it face upwards third from the bottom of the blue pack. Under this put the card you wish to force, face downwards, and under this card any indifferent card. You now have the force card second from the bottom with a reversed card above it. On the red pack put the double-backed card, red side upwards. To make the force, take the blue pack and riffle shuffle it, being careful not to disturb the three bottom cards. Turn the pack face up and riffle till a spectator calls 'Stop'. Take the double-backed card from the top of the red pack, being careful not to expose its face, and insert it at this point, square the pack and cut it several times. Fan the pack face downwards. The only red back to show will be the card you previously put in the pack reversed. Show all the other cards are blue-backed and allow the spectator to remove the card under the red-backed card. The force is made. Openly remove the red-backed card and return it to the red-backed pack, showing that it is an ordinary card. The double-backed card remains in the blue pack to be used in your next trick or secretly removed, as the case may be. Chapter Contents Re ve rs i THE effect of finding a chosen card by having it reverse itself in the pack is only suitable for intimate work but the method that follows makes it effective for the stage or platform. You require a pack made up of fifty-one double-backed cards and one ordinary card which you place on the bottom. One end of all the fifty-one cards is darkened and, in use, you keep this end always towards yourself. From an ordinary pack with the same backs you allow three cards to be freely chosen. In order that the whole audience may follow the trick, turn your back and have the three spectators hold up their cards for all to see. Take the opportunity to slip the ordinary pack in a waistcoat pocket and take out the faked pack. Keep your elbows pressed closely to your sides as you do this so that there is no visible movement of your arms to telegraph that you are doing something. Have the cards fairly thrust into the pack in different places, letting each spectator push his card flush. Make a false shuffle since it is desirable to keep the three cards well separated. Return to the stage, holding pack in full view, and call attention to an easel on your table which has a board on it with a wide ledge so that a full pack can be stood on it safely. In the meantime you have quietly let the bottom card of the pack fall to your left palm and turned all the other cards over on it. To all appearances the pack is exactly the same but now the three chosen cards will be faced upwards and would show up if the pack were spread. Stand the pack on the easel with its darkened edge upwards and the face of the bottom indifferent card against the board. The pack now contains fifty-five cards but standing to the rear of the easel you slowly push them off from the left- to the right-hand side of the board counting fifty-two cards only and not exposing the reversed cards. This is possible because owing to the white edges of the chosen cards showing up plainly when you come to the card before one of the chosen cards you push two cards forward as one, thus fifty-two cards are shown all with their backs outwards. After giving the order for the three chosen cards to reverse themselves, simply push the cards forward one by one on the easel and the three cards show up, and when you come to the fifty- second card pick up the last four as one card. As each card reveals itself take it out and have it acknowledged by the person who drew it. If desired each card can be initialed by the drawer and identified at the finish. It will be found a help if the ledge on which the cards rest is canted very slightly upwards, the minute projection of the upper ends of the cards being an assistance in removing them neatly. Chapter Contents Cha m e le o n Ba cks Ve rno n FOR this clever effect you require two packs, one with red back and one with blue; also a double-backed card one side red, the other side blue. Place the double-backed card on the blue-backed pack with its blue back upwards. Both packs may be shuffled by a spectator if desired. Take the red pack and pick out any black card, put it on the table without showing its face. Fan the blue pack and cut the double-backed card to the top. Then pick out any red card, holding it in the right hand, and the pack face down in the left hand. Pick up the red-backed card from the table and hold the two cards face down between the fingers and thumb. Show the backs, one red, one blue. Turn them face up, pushing them in opposite directions, and show a black card and a red one. Apparently the blue-backed card has a black face and the red card a red face, just the opposite to the real state of affairs. Repeat the move several times to impress the spectators. Then with the faces upward drop the black card on the floor face up, asking all to remember that it is the blue-backed card. Drop the red card face up on top of the blue-backed pack, i.e. on top of the double-backed card. Make a double lift and turn over, showing the red back of the double-backed card, thus proving that the red-faced card really has a red back. Turn the two cards again, take off the face-up red card and drop it on the floor. Order an extraordinary change; the cards are turned over, the red card is seen to have a blue back and the black card has a red back. Chapter Contents Sa ta n Be hind Yo u SECRETE a double-backed card, to match the pack, under your belt at the back. Have the cards shuffled by a spectator and let him cut the pack into two even packets, handing you one and retaining the other himself. To illustrate what you want him to do, place your packet behind your back, add the double-backed card from under your belt to the top and bring forward the bottom card, look at it and replace it, as you say, on the top of the other cards-really you put it reversed on the bottom of your packet. Spectator puts his packet behind his back, brings a card forward, notes what it is, puts it on top of his packet. You both bring the cards forward, and you put your packet on top of his, thus bringing the card you reversed immediately above the spectator's card. Instruct him to place the pack thus assembled, with his card buried in the middle, behind his back and to take off the top card, turn it face up and push it into the pack. The spectator does this, brings the pack forward and puts it on the table, face down. Spread the cards, one card is reversed. Push out the card below it, have the chosen card named and turn it up. The spectator has located his card himself. The reversal of the double- backed card has no effect and seeing one card reversed the spectator naturally concludes that it is the card he turned over. Chapter Contents The Do u ble Ca rd Pre dictio n IN ADDITION to a double-backed card you require an envelope, a slip of paper and a pencil. Beforehand take any two cards, say AC and 2S and write their names on the slip of paper. Put this in the envelope and fasten the flap down. Place any indifferent card face up between the face- down AC and 2S and put the three cards on the top of the pack, the indifferent card being the second card and face up. Finally place the double-backed card on the top of the pack. Begin the feat by handing the envelope to a spectator to hold. Riffle shuffle the cards, keeping the four top cards in position and covering the pack well with your hands in the action to avoid exposure of the faced card. Take off the top card, turn the pack face up, and hand the double-backed card, just removed, to a spectator, inviting him to thrust it into the pack anywhere, face down. Thrust the pack forward and have him do this quickly so that he will have no chance of turning the card over. Have him cut the pack, then turn it face down and spread it on the table. One reversed card is visible and is naturally taken to be the card just inserted by the spectator. Let him draw out the card above and the card below the faced card, leaving them face down. Invite him to open the envelope and read your prediction. The two cards are turned and prove to be the very ones named. Chapter Contents Co m e dy Re lie f THIS use of a double-backed card is essentially one for magicians, or to squelch the person who has a smattering of magical knowledge and has been making a nuisance of himself. Casually introduce the old trick of making a chosen card turn face up on the pack by dropping the cards on the table. Then explain the trick and say that owing to its difficulty magicians do not often use it. This is simply to lead the nuisance to say he knows the trick and can do it. Hand him the pack and let him try. Much to his surprise he fails. Try as he will the card obstinately remains back up. Before handing the pack to the 'wise guy' you bring the double- backed card to the top. Chapter Contents Giant Acro ba tic Ca rds Gran t FOR this trick ten unprepared Giant cards and eight Giant double- backed cards are necessary. Set the cards alternately, an unprepared card on top, followed by a double-backed card, then an unprepared card, next a double-backed card and so on. Begin by fanning the backs towards the spectators. The cards appear to be regular, all facing the same way. Square up the cards and deal nine in the following way: first card face up, next card back up, next card face up, and so on. The ninth card will be face up. Square up the pile, turn it over and put it face down. Fan the remaining cards backs up, they appear to be facing the same way. Square them and place them in full view. Give the magic command, fan the first stack of nine backs up and all appear to have reversed themselves facing the one way. Pick up pile No. 2 and turning it over faces towards the audience, run them from hand to hand and every second card is face down. Chapter Contents Sing le Ca rd Fo rce THE double-backed card to be used for this force is made by simply gluing two cards of the pack face to face. If such a card is placed in the pack you can always find it by simply riffling the ends of the cards. When that card is reached there is always a distinct stop. To use it for forcing a single card, place it in the pack with the card to be forced immediately above it. Make a false shuffle, then invite a spectator to insert his forefinger into the pack as you riffle the ends. Time the action so that you push the pack forward to meet his finger just as the break at the double-backed card occurs. Let him look at, or take out, the card above his finger. This makes an easy and certain force. Chapter Contents The Pe rfe ct Fo rce H. I . Chris t THIS method may be used for one card or several. Place a double-backed card on top of the pack and under it, face up, the card or cards to be forced; for example, to force three cards. Riffle shuffle, leaving the four top cards in place. Put the pack on the outstretched left hand of the spectator and ask him to cut the pack with his right hand. Take the portion he cuts from him, turn it face up and drop it on top of the remainder of the cards on his left hand, saying as you do so, 'We will mark the cut in this manner. Hold the cards tightly for a moment until we are ready to see what cards you have selected,' or any other remark to suit the trick in hand. Let the spectator remove the face-up cards and take off the three cards from the top of the face-down packet. These are the three cards that were reversed under the double-backed card. The next will be the double-backed card which can be easily disposed of, or ready to use again as your trick may require. Chapter Contents Do u ble -Back Ca rd Fo rce IT IS A very easy matter to force two cards by the use of a double-backed card. Beforehand put any indifferent card face up between the two cards to be forced and place the three cards together in the middle. The double-backer you have on the top. To force the two cards, make a false shuffle, leaving the cards undisturbed. Take off the top card, the double-backed one, hand it to a spectator and have him push it into the middle of the pack which you turn face up. Push the card quite flush, turn the pack face down and spread it on the table. One card shows up reversed; it is the indifferent card you had secretly reversed beforehand, but the spectator naturally thinks it is the card he just pushed in. He draws out the face-down cards above and below it and you have forced them in an innocent and apparently straightforward manner. Chapter Contents Ea s y Co in Sw itch THERE are several good card tricks which depend on the exchange of the borrowed coin for one of the performer's own. The use of a double-backed card affords an easy, natural way for doing this. Have such a card, with a duplicate coin under it in such a position that you can pick up both with your thumb on top and fingers underneath supporting the coin. Receive the coin on the card and in turning to your table simply turn the card over, securing the borrowed coin with the tip of your thumb. Let the duplicate coin slide off the top of the card into a glass as you call attention to the fact that you do not even touch it. You can then dispose of the borrowed coin in any way you wish. Chapter Contents The Sym pathe tic Ca rd Je s s Ke lly TWO packs of cards are shown. One pack red-backed and the other pack blue-backed. Performer picks up the red-backed pack and removes one-card from the blue-backed pack and explains that generally when a red- back card comes in contact with a blue-back pack it naturally changes color. The blue-back card is rubbed on the red-back pack and laid face down. When this card is picked up it is now found that the back really has changed color, from blue to red. A red and blue double-back card is required for this effect. This card is on the top of the blue-backed pack with the blue side face up. Underneath this card is a red-back card. These two cards are picked up and shown as one and then placed face up upon top of the red-back pack which is held in the left hand. Now the face-up top card is slid off on table (face up) leaving the double-back card on the red-back pack. On picking up the card on the table and turning it over, it is found to be red-backed. Chapter Contents [ Main Contents ] [ Next Chapter ] [ Previous Chapter ] [...]... C Five of H Eight of S Six of S Six of C Two of H Seven of C Four of S Seven of S Nine of H Eight of D Two of C Ace of C Seven of H Two of D Queen of C Nine of C Ten of H Four of D Jack of D King of D King of H Three of C Ten of C King of S Ace of H Five of S Nine of D Nine of S Queen of H Six of D Five of C King of C Jack of H N o t e s On Ta b le 5 The second and fourth hands are available for special... Six of D 19 Nine of C 36 Five of H 2 Five of C 20 Ten of H 37 Ten of S 3 King of C 21 Eight of D 38 Ace of D 4 Jack of H 22 Two of C 39 Jack of C 5 Five of S 23 Ace of C 40 Four of H 6 Nine of D 24 Seven of H 41 Two of S 7 Nine of S 25 Seven of C 42 Seven of D 8 Queen of H 26 Four of S 9 Three of C 27 Seven of S 44 Three of H 10 Ten of C 28 Nine of H 45 Three of S 11 King of S 29 Eight of S 46 Eight of. .. may profitably conclude the section by an analysis of the arrangement If the pack is stacked and then dealt into four, the heaps will be as follows: Ta b le 5 ( Fo r re fe re n c e o n ly ) Five of D Three of D Queen of D Eight of H Three of S Eight of C Ten of D Six of H Two of S Seven of D Queen of S Three of H Ten of S Ace of D Jack of C Four of H Ace of S Jack of S Four of C Five of H Eight of S... 12 Ace of H 30 Six of S 47 Ten of D 13 Four of D 31 Six of C 48 Six of H 14 Jack of D 32 Two of H 49 Five of D 15 King of D 33 Ace of S 50 Three of D 16 King of H 34 Jack of S 51 Queen of D 17 Two of D 35 Four of C 52 Eight of H 43 Queen of S 18 Queen of C Chapter Contents Ut ilit y The prearranged pack in hand, and the knowledge of it in the head, the possessor may proceed to the execution of marvels... ordinary cards and twenty-six short cards but instead of the short cards being all of the same suit and value, they also are all different, each short card being of the same suit and value as its neighboring ordinary card so that the pack consists of twenty-six pairs of cards, one short and one ordinary card of the same suit and value in each pair To construct such a pack obtain two packs of cards, with... pile of even cards, add one set of the discarded 3's to them making twenty-seven cards and put them in your right-hand coat pocket with a handkerchief over them Discard entirely the other set of 3's and 2's To present the trick, have a spectator cut the pack and count off twenty-five cards Let him have four cards taken and retained by any four persons Casually pick up the remaining twenty-five cards and. .. his card He does not Square up these cards and take them in the left hand, face down With the right hand pick up the remainder of the cards and turn them face up just above the cards in the left hand, at the same time push the top card of the left-hand packet (the chosen card) a little to the right with the left thumb Spread the right-hand packet on the left-hand cards The spectator does not see his card. .. from modern card men Apart from the trick of passing four K's from a hat back to the pack, and vice versa, which was handed down by Hoffmann from prehistoric times of magic, there are but few tricks with double-faced cards ever seen nowadays Most of the following are due to the ingenuity of Mr U F Grant, the well-known magician and magic dealer For higher flights of magic to which double-faced cards may... twenty-six cards The first man pockets the lower half of the pack and hands the counted off twenty-six -card packet to one of his neighbors; and the second man does the same The two assisting neighbors both stand and each fans his packet of twenty-six cards, and proceeds to mentally select any one card The magician causes these two mentally selected cards to leave the assistants' packets and fly back... order and bringing the duplicate to the bottom of the fourteen cards Show the fifteenth card and replace it on the cards in the left hand but so placed that about an inch of the right-hand side overlaps the rest of the cards Pick up the fourteen cards from the table and apparently place them on the top of the left-hand portion, really slip them under the overlapping card, thus bringing the duplicate card . following table. OOOO- 8 EOEE- 6 OEOO- 2 EEOO- 3 OEEO- 10 EEOE- 4 OOEO- J EEEO- K OOEE- A OOOE- 7 OEEE- 9 EOOE- Q EOOO- 5 A spectator cuts the packet. use of a Si Stebbins' stack and no other. There are only four possible combinations of three cards without pictures, A- 4-7 , 4-7 -1 0, 2-5 -8 , 3-6 -9 .